/**************************************************************************** ** ** Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB). ** Contact: http://www.qt-project.org/legal ** ** This file is part of the Qt3D module of the Qt Toolkit. ** ** $QT_BEGIN_LICENSE:LGPL$ ** Commercial License Usage ** Licensees holding valid commercial Qt licenses may use this file in ** accordance with the commercial license agreement provided with the ** Software or, alternatively, in accordance with the terms contained in ** a written agreement between you and Digia. For licensing terms and ** conditions see http://qt.digia.com/licensing. For further information ** use the contact form at http://qt.digia.com/contact-us. ** ** GNU Lesser General Public License Usage ** Alternatively, this file may be used under the terms of the GNU Lesser ** General Public License version 2.1 as published by the Free Software ** Foundation and appearing in the file LICENSE.LGPL included in the ** packaging of this file. Please review the following information to ** ensure the GNU Lesser General Public License version 2.1 requirements ** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html. ** ** In addition, as a special exception, Digia gives you certain additional ** rights. These rights are described in the Digia Qt LGPL Exception ** version 1.1, included in the file LGPL_EXCEPTION.txt in this package. ** ** GNU General Public License Usage ** Alternatively, this file may be used under the terms of the GNU ** General Public License version 3.0 as published by the Free Software ** Foundation and appearing in the file LICENSE.GPL included in the ** packaging of this file. Please review the following information to ** ensure the GNU General Public License version 3.0 requirements will be ** met: http://www.gnu.org/copyleft/gpl.html. ** ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #include "assimpparser.h" #include #include #include #include #include #include #include #include #include #include #include #include "renderlogging.h" #include "qbuffer.h" #include "qattribute.h" QT_BEGIN_NAMESPACE namespace Qt3D { /*! * \class AssimpParser * \namespace Qt3D * \since 5.3 * * \brief Provides a generic way of loading various 3D assets * format into a Qt3D scene. * * It should be noted that Assimp aiString is explicitly defined to be UTF-8. * * \sa GLTFParser */ namespace { const QString ASSIMP_MATERIAL_DIFFUSE_COLOR = QStringLiteral("diffuse"); const QString ASSIMP_MATERIAL_SPECULAR_COLOR = QStringLiteral("specular"); const QString ASSIMP_MATERIAL_AMBIENT_COLOR = QStringLiteral("ambient"); const QString ASSIMP_MATERIAL_EMISSIVE_COLOR = QStringLiteral("emissive"); const QString ASSIMP_MATERIAL_TRANSPARENT_COLOR = QStringLiteral("transparent"); const QString ASSIMP_MATERIAL_REFLECTIVE_COLOR = QStringLiteral("reflective"); const QString ASSIMP_MATERIAL_DIFFUSE_TEXTURE = QStringLiteral("diffuseTex"); const QString ASSIMP_MATERIAL_AMBIENT_TEXTURE = QStringLiteral("ambientTex"); const QString ASSIMP_MATERIAL_SPECULAR_TEXTURE = QStringLiteral("specularTex"); const QString ASSIMP_MATERIAL_EMISSIVE_TEXTURE = QStringLiteral("emissiveTex"); const QString ASSIMP_MATERIAL_NORMALS_TEXTURE = QStringLiteral("normalsTex"); const QString ASSIMP_MATERIAL_OPACITY_TEXTURE = QStringLiteral("opacityTex"); const QString ASSIMP_MATERIAL_REFLECTION_TEXTURE = QStringLiteral("reflectionTex"); const QString ASSIMP_MATERIAL_HEIGHT_TEXTURE = QStringLiteral("heightTex"); const QString ASSIMP_MATERIAL_LIGHTMAP_TEXTURE = QStringLiteral("opacityTex"); const QString ASSIMP_MATERIAL_DISPLACEMENT_TEXTURE = QStringLiteral("displacementTex"); const QString ASSIMP_MATERIAL_SHININESS_TEXTURE = QStringLiteral("shininessTex"); const QString ASSIMP_MATERIAL_IS_TWOSIDED = QStringLiteral("twosided"); const QString ASSIMP_MATERIAL_IS_WIREFRAME = QStringLiteral("wireframe"); const QString ASSIMP_MATERIAL_OPACITY = QStringLiteral("opacity"); const QString ASSIMP_MATERIAL_SHININESS = QStringLiteral("shininess"); const QString ASSIMP_MATERIAL_SHININESS_STRENGTH = QStringLiteral("shininess_strength"); const QString ASSIMP_MATERIAL_REFRACTI = QStringLiteral("refracti"); const QString ASSIMP_MATERIAL_REFLECTIVITY = QStringLiteral("reflectivity"); const QString ASSIMP_MATERIAL_NAME = QStringLiteral("name"); const QString VERTICES_ATTRIBUTE_NAME = QAbstractMeshData::defaultPositionAttributeName(); const QString NORMAL_ATTRIBUTE_NAME = QAbstractMeshData::defaultNormalAttributeName(); const QString TANGENT_ATTRIBUTE_NAME = QAbstractMeshData::defaultTangentAttributeName(); const QString TEXTCOORD_ATTRIBUTE_NAME = QAbstractMeshData::defaultTextureCoordinateAttributeName(); const QString COLOR_ATTRIBUTE_NAME = QAbstractMeshData::defaultColorAttributeName(); } QStringList AssimpParser::assimpSupportedFormatsList = AssimpParser::assimpSupportedFormats(); /*! * Returns a QStringlist with the suffixes of the various supported asset formats. */ QStringList AssimpParser::assimpSupportedFormats() { QStringList formats; formats.reserve(60); formats.append(QStringLiteral("3d")); formats.append(QStringLiteral("3ds")); formats.append(QStringLiteral("ac")); formats.append(QStringLiteral("ac3d")); formats.append(QStringLiteral("acc")); formats.append(QStringLiteral("ase")); formats.append(QStringLiteral("ask")); formats.append(QStringLiteral("b3d")); formats.append(QStringLiteral("blend")); formats.append(QStringLiteral("bvh")); formats.append(QStringLiteral("cob")); formats.append(QStringLiteral("csm")); formats.append(QStringLiteral("dae")); formats.append(QStringLiteral("dxf")); formats.append(QStringLiteral("enff")); formats.append(QStringLiteral("hmp")); formats.append(QStringLiteral("irr")); formats.append(QStringLiteral("irrmesh")); formats.append(QStringLiteral("lwo")); formats.append(QStringLiteral("lws")); formats.append(QStringLiteral("lxo")); formats.append(QStringLiteral("md2")); formats.append(QStringLiteral("md3")); formats.append(QStringLiteral("md5anim")); formats.append(QStringLiteral("md5camera")); formats.append(QStringLiteral("md5mesh")); formats.append(QStringLiteral("mdc")); formats.append(QStringLiteral("mdl")); formats.append(QStringLiteral("mesh.xml")); formats.append(QStringLiteral("mot")); formats.append(QStringLiteral("ms3d")); formats.append(QStringLiteral("ndo")); formats.append(QStringLiteral("nff")); formats.append(QStringLiteral("obj")); formats.append(QStringLiteral("off")); formats.append(QStringLiteral("pk3")); formats.append(QStringLiteral("ply")); formats.append(QStringLiteral("prj")); formats.append(QStringLiteral("q3o")); formats.append(QStringLiteral("q3s")); formats.append(QStringLiteral("raw")); formats.append(QStringLiteral("scn")); formats.append(QStringLiteral("smd")); formats.append(QStringLiteral("stl")); formats.append(QStringLiteral("ter")); formats.append(QStringLiteral("uc")); formats.append(QStringLiteral("vta")); formats.append(QStringLiteral("x")); formats.append(QStringLiteral("xml")); return formats; } /*! * Initialized a new instance of AssimpParser. */ AssimpParser::AssimpParser() : AbstractSceneParser(), m_aiScene(0), m_sceneParsed(false) { } /*! * Cleans the parser properly before destruction. */ AssimpParser::~AssimpParser() { cleanup(); } /*! * Return true if the provided \a path has a suffix supported * by the Assimp Assets importer. */ bool AssimpParser::isAssimpPath(const QString& path) { QFileInfo fileInfo(path); if (!fileInfo.exists() || !AssimpParser::assimpSupportedFormats().contains(fileInfo.suffix().toLower())) return false; return true; } /*! * Returns a QMatrix4x4 from \a matrix; */ QMatrix4x4 AssimpParser::aiMatrix4x4ToQMatrix4x4(const aiMatrix4x4 &matrix) { return QMatrix4x4(matrix.a1, matrix.a2, matrix.a3, matrix.a4, matrix.b1, matrix.b2, matrix.b3, matrix.b4, matrix.c1, matrix.c2, matrix.c3, matrix.c4, matrix.d1, matrix.d2, matrix.d3, matrix.d4); } /*! * Sets the \a path used by the parser to load the asset file. * If the file is valid, this will trigger the parsing of the file. */ void AssimpParser::setFilePath(const QString& path) { QFileInfo file(path); m_sceneDir = file.absoluteDir(); if (!file.exists()) { qCWarning(Render::Io) << "File missing " << path; return ; } readSceneFile(path); } /*! * Returns true if the extension of \a path is supported by * the assimp parser. */ bool AssimpParser::isPathExtensionSupported(const QString &path) { return AssimpParser::isAssimpPath(path); } /*! * Returns a Entity node which is the root node of the scene * node specified by \a id. If \a id is empty, the scene is assumed to be * the root node of the scene. * * Returns Q_NULLPTR if \a id was specified but not node matching it can be found. */ QEntity *AssimpParser::scene(QString id) { // m_aiScene shouldn't be null. // If it is either, the file failed to be imported or // setFilePath was not called if (m_aiScene.isNull()) return Q_NULLPTR; aiNode *rootNode = m_aiScene->mRootNode; // if id specified, tries to find node if (!id.isEmpty() && !(rootNode = rootNode->FindNode(id.toUtf8().constData()))) { qCDebug(Render::Io) << Q_FUNC_INFO << " Couldn't find requested scene node"; return Q_NULLPTR; } // Builds the Qt3D scene using the Assimp aiScene // and the various dicts filled previously by parse return node(rootNode); } /*! * Returns a Node from the scene identified by \a id. * Returns Q_NULLPTR if no node can be found. */ QEntity *AssimpParser::node(QString id) { if (m_aiScene.isNull()) return Q_NULLPTR; parse(); aiNode *n = m_aiScene->mRootNode->FindNode(id.toUtf8().constData()); return node(n); } /*! * Returns a Node from an Assimp aiNode \a node. */ QEntity *AssimpParser::node(aiNode *node) { if (node == Q_NULLPTR) return Q_NULLPTR; QEntity *entityNode = new QEntity(); // Add Meshes to the node for (uint i = 0; i < node->mNumMeshes; i++) { uint meshIdx = node->mMeshes[i]; AssimpMesh * mesh = m_meshes[meshIdx]; // mesh material if (m_materials.contains(meshIdx)) entityNode->addComponent(m_materials[meshIdx]); // mesh entityNode->addComponent(mesh); } // Add Children to Node for (uint i = 0; i < node->mNumChildren; i++) { // this-> is necessary here otherwise // it conflicts with the variable node QEntity *child = this->node(node->mChildren[i]); if (child != Q_NULLPTR) entityNode->addChild(child); } // Add Transformations QTransform *transform = new QTransform(); QMatrix4x4 qTransformMatrix = AssimpParser::aiMatrix4x4ToQMatrix4x4(node->mTransformation); transform->setMatrix(qTransformMatrix); entityNode->addComponent(transform); // Add Camera if (m_cameras.contains(node)) entityNode->addChild(m_cameras[node]); // TO DO : Add lights .... return entityNode; } /*! * Reads the scene file pointed by \a path and launches the parsing of * the scene using Assimp after having cleaned up previously saved values * from eventual previous parsings. */ void AssimpParser::readSceneFile(const QString &path) { Assimp::Importer importer; Assimp::DefaultLogger::create("AssimpLog.txt", Assimp::Logger::VERBOSE); // SET THIS TO REMOVE POINTS AND LINES -> HAVE ONLY TRIANGLES importer.SetPropertyInteger(AI_CONFIG_PP_SBP_REMOVE, aiPrimitiveType_LINE|aiPrimitiveType_POINT); // SET CUSTOM FILE HANDLER TO HANDLE FILE READING THROUGH QT (RESOURCES, SOCKET ...) importer.SetIOHandler(new AssimpHelper::AssimpIOSystem()); // type and aiProcess_Triangulate discompose polygons with more than 3 points in triangles // aiProcess_SortByPType makes sur that meshes data are triangles importer.ReadFile(path.toUtf8().constData(), aiProcess_SortByPType| aiProcess_Triangulate| aiProcess_JoinIdenticalVertices| aiProcess_GenSmoothNormals); Assimp::DefaultLogger::kill(); cleanup(); aiScene *scene = Q_NULLPTR; if (!(scene = importer.GetOrphanedScene())) { qCWarning(Render::Io) << "Assimp scene import failed"; return ; } m_aiScene.reset(scene); parse(); } /*! * Cleans the various dictionnaries holding the scenes infos. */ void AssimpParser::cleanup() { m_meshes.clear(); m_effects.clear(); m_embeddedTextures.clear(); m_materialTextures.clear(); m_cameras.clear(); m_sceneParsed = false; if (!m_aiScene.isNull()) m_aiScene.reset(0); } /*! * Parses the the aiScene provided py Assimp and convert Assimp * values to Qt3D values. */ void AssimpParser::parse() { if (!m_sceneParsed) { // Set parsed flags m_sceneParsed = !m_sceneParsed; for (uint i = 0; i < m_aiScene->mNumTextures; i++) loadEmbeddedTexture(i); for (uint i = 0; i < m_aiScene->mNumMaterials; i++) loadMaterial(i); for (uint i = 0; i < m_aiScene->mNumMeshes; i++) loadMesh(i); for (uint i = 0; i < m_aiScene->mNumCameras; i++) loadCamera(i); for (uint i = 0; i < m_aiScene->mNumLights; i++) loadLight(i); for (uint i = 0; i < m_aiScene->mNumAnimations; i++) loadAnimation(i); } } /*! * Converts the provided Assimp aiMaterial \a material to a Qt3D material. * \sa Material and adds its to a dictionary of materials. */ void AssimpParser::loadMaterial(uint materialIndex) { QMaterial *material = new QMaterial(); aiMaterial *assimpMaterial = m_aiScene->mMaterials[materialIndex]; // Material Name copyMaterialName(material, assimpMaterial); copyMaterialColorProperties(material, assimpMaterial); copyMaterialBoolProperties(material, assimpMaterial); copyMaterialFloatProperties(material, assimpMaterial); // Add textures to materials dict copyMaterialTextures(material, assimpMaterial); // TO DO : Set Material Effect and Technique m_materials[materialIndex] = material; } /*! * Converts the Assimp aiMesh mesh identified by \a meshIndex to a MeshData * \sa MeshData and adds it to a dictionary of meshes. */ void AssimpParser::loadMesh(uint meshIndex) { aiMesh *mesh = m_aiScene->mMeshes[meshIndex]; // Primitive are always triangles with the current Assimp's configuration MeshDataPtr meshData(new MeshData(GL_TRIANGLES)); // Mesh Name QString meshName = QString::fromUtf8(mesh->mName.data); // Vertices and Normals always present with the current Assimp's configuration aiVector3D *vertices = mesh->mVertices; aiVector3D *normals = mesh->mNormals; aiColor4D *colors = mesh->mColors[0]; // Tangents and TextureCoord not always present bool hasTangent = mesh->HasTangentsAndBitangents(); bool hasTexture = mesh->HasTextureCoords(0); bool hasColor = (colors != NULL); // NULL defined by Assimp aiVector3D *tangents = hasTangent ? mesh->mTangents : Q_NULLPTR; aiVector3D *textureCoord = hasTexture ? mesh->mTextureCoords[0] : Q_NULLPTR; // Add values in raw float array ushort chunkSize = 6 + (hasTangent ? 3 : 0) + (hasTexture ? 2 : 0) + (hasColor ? 4 : 0); QByteArray bufferArray; bufferArray.resize(chunkSize * mesh->mNumVertices * sizeof(float)); float *vbufferContent = reinterpret_cast(bufferArray.data()); for (uint i = 0; i < mesh->mNumVertices; i++) { uint idx = i * chunkSize; // position vbufferContent[idx] = vertices[i].x; vbufferContent[idx + 1] = vertices[i].y; vbufferContent[idx + 2] = vertices[i].z; // normals vbufferContent[idx + 3] = normals[i].x; vbufferContent[idx + 4] = normals[i].y; vbufferContent[idx + 5] = normals[i].z; if (hasTangent) { vbufferContent[idx + 6] = tangents[i].x; vbufferContent[idx + 7] = tangents[i].y; vbufferContent[idx + 8] = tangents[i].z; } if (hasTexture) { char offset = (hasTangent ? 9 : 6); vbufferContent[idx + offset] = textureCoord[i].x; vbufferContent[idx + offset + 1] = textureCoord[i].y; } if (hasColor) { char offset = 6 + (hasTangent ? 3 : 0) + (hasTexture ? 2 : 0); vbufferContent[idx + offset] = colors[i].r; vbufferContent[idx + offset + 1] = colors[i].g; vbufferContent[idx + offset + 2] = colors[i].b; vbufferContent[idx + offset + 3] = colors[i].a; } } // Create a Buffer from the raw array BufferPtr vbuffer(new Buffer(QOpenGLBuffer::VertexBuffer)); vbuffer->setUsage(QOpenGLBuffer::StaticDraw); vbuffer->setData(bufferArray); // Add vertex attributes to the mesh with the right array meshData->addAttribute(VERTICES_ATTRIBUTE_NAME, AttributePtr(new Attribute(vbuffer, GL_FLOAT_VEC3, mesh->mNumVertices, 0, chunkSize * sizeof(float)))); meshData->addAttribute(NORMAL_ATTRIBUTE_NAME, AttributePtr(new Attribute(vbuffer, GL_FLOAT_VEC3, mesh->mNumVertices, 3 * sizeof(float), chunkSize * sizeof(float)))); if (hasTangent) meshData->addAttribute(TANGENT_ATTRIBUTE_NAME, AttributePtr(new Attribute(vbuffer, GL_FLOAT_VEC3, mesh->mNumVertices, 6 * sizeof(float), chunkSize * sizeof(float)))); if (hasTexture) meshData->addAttribute(TEXTCOORD_ATTRIBUTE_NAME, AttributePtr(new Attribute(vbuffer, GL_FLOAT_VEC2, mesh->mNumVertices, (hasTangent ? 9 : 6) * sizeof(float), chunkSize * sizeof(float)))); if (hasColor) meshData->addAttribute(COLOR_ATTRIBUTE_NAME, AttributePtr(new Attribute(vbuffer, GL_FLOAT_VEC4, mesh->mNumVertices, (6 + (hasTangent ? 3 : 0) + (hasTexture ? 2 : 0)) * sizeof(float), chunkSize * sizeof(float)))); GLuint indiceType; QByteArray ibufferContent; uint indices = mesh->mNumFaces * 3; // If there are less than 65535 indices, indices can then fit in ushort // which saves video memory if (indices >= USHRT_MAX) { indiceType = GL_UNSIGNED_INT; ibufferContent.resize(indices * sizeof(quint32)); for (uint i = 0; i < mesh->mNumFaces; i++) { aiFace face = mesh->mFaces[i]; Q_ASSERT(face.mNumIndices == 3); memcpy(&reinterpret_cast(ibufferContent.data())[i * 3], face.mIndices, 3 * sizeof(uint)); } } else { indiceType = GL_UNSIGNED_SHORT; ibufferContent.resize(indices * sizeof(quint16)); for (uint i = 0; i < mesh->mNumFaces; i++) { aiFace face = mesh->mFaces[i]; Q_ASSERT(face.mNumIndices == 3); for (ushort j = 0; j < face.mNumIndices; j++) reinterpret_cast(ibufferContent.data())[i * 3 + j] = face.mIndices[j]; } } // Create Indices buffer BufferPtr ibuffer(new Buffer(QOpenGLBuffer::IndexBuffer)); ibuffer->setUsage(QOpenGLBuffer::StaticDraw); ibuffer->setData(ibufferContent); // Add indices attributes meshData->setIndexAttribute(AttributePtr(new Attribute(ibuffer, indiceType, indices, 0, 0))); meshData->computeBoundsFromAttribute(VERTICES_ATTRIBUTE_NAME); AssimpMesh *storedMesh = new AssimpMesh(); storedMesh->setData(meshData); m_meshes[meshIndex] = storedMesh; qCDebug(Render::Io) << Q_FUNC_INFO << " Mesh " << meshName << " Vertices " << mesh->mNumVertices << " Faces " << mesh->mNumFaces << " Indices " << indices; } /*! * Converts the provided Assimp aiTexture at \a textureIndex to a Texture and * adds it ot a dictionary of textures. * \sa Texture */ void AssimpParser::loadEmbeddedTexture(uint textureIndex) { aiTexture *assimpTexture = m_aiScene->mTextures[textureIndex]; Texture *texture = new Texture(); TexImageDataPtr textureData(new TexImageData(0, 0)); bool isCompressed = assimpTexture->mHeight == 0; uint textureSize = assimpTexture->mWidth * (isCompressed ? assimpTexture->mHeight : 1); // Set texture to RGBA8888 char *textureContent = new char[textureSize * 4]; for (uint i = 0; i < textureSize; i++) { uint idx = i * 4; aiTexel texel = assimpTexture->pcData[i]; textureContent[idx] = texel.r; textureContent[idx + 1] = texel.g; textureContent[idx + 2] = texel.b; textureContent[idx + 3] = texel.a; } textureData->setData(QByteArray(textureContent, textureSize * 4), QOpenGLTexture::RGBA, QOpenGLTexture::UInt8); texture->addImageData(textureData); m_embeddedTextures[textureIndex] = texture; } /*! * Loads the light in the current scene located at \a lightIndex. */ void AssimpParser::loadLight(uint lightIndex) { aiLight *light = m_aiScene->mLights[lightIndex]; // TODO: Implement me! Q_UNUSED(light); } /*! * Parses the camera at cameraIndex and saves it to a dictionary of cameras. */ void AssimpParser::loadCamera(uint cameraIndex) { aiCamera *assimpCamera = m_aiScene->mCameras[cameraIndex]; aiNode *cameraNode = m_aiScene->mRootNode->FindNode(assimpCamera->mName); // If no node is associated to the camera in the scene, camera not saved if (cameraNode == Q_NULLPTR) return ; QEntity *camera = new QEntity(); CameraLens *lens = new CameraLens(); aiMatrix4x4 cm; assimpCamera->GetCameraMatrix(cm); lens->setObjectName(QString::fromUtf8(assimpCamera->mName.data)); lens->setPerspectiveProjection(qRadiansToDegrees(assimpCamera->mHorizontalFOV), qMax(assimpCamera->mAspect, 1.0f), assimpCamera->mClipPlaneNear, assimpCamera->mClipPlaneFar); camera->addComponent(lens); // View Matrix defines camera position & up vector relative to the associated // node in the scene. This is computed in AssimpParser::node // camera->lookAt()->setViewMatrix(); QTransform *transform = new QTransform(); QMatrix4x4 viewMatrix = AssimpParser::aiMatrix4x4ToQMatrix4x4(cm); // CHECK THAT THIS WORKS qCDebug(Render::Io) << Q_FUNC_INFO << "IF CAMERA NOT BEHAVING CORRECTLY LOOK HERE"; viewMatrix.lookAt(QVector3D(0, 0, 0), QVector3D(assimpCamera->mLookAt.x, assimpCamera->mLookAt.y, assimpCamera->mLookAt.z), QVector3D(0, 0, 0)); transform->setMatrix(viewMatrix); camera->addComponent(transform); m_cameras[cameraNode] = camera; } // OPTIONAL void AssimpParser::loadAnimation(uint animationIndex) { Q_UNUSED(animationIndex) } /*! * Sets the object name of \a material to the name of \a assimpMaterial. */ void AssimpParser::copyMaterialName(QMaterial *material, aiMaterial *assimpMaterial) { aiString name; if (assimpMaterial->Get(AI_MATKEY_NAME, name) == aiReturn_SUCCESS) { // May not be necessary // Kept for debug purposes at the moment material->setObjectName(QString::fromUtf8(name.data)); qCDebug(Render::Io) << Q_FUNC_INFO << "Assimp Material " << material->objectName(); } } /*! * Fills \a material color properties with \a assimpMaterial color properties; */ void AssimpParser::copyMaterialColorProperties(QMaterial *material, aiMaterial *assimpMaterial) { aiColor3D color; if (assimpMaterial->Get(AI_MATKEY_COLOR_DIFFUSE, color) == aiReturn_SUCCESS) material->addParameter(new QParameter(material, ASSIMP_MATERIAL_DIFFUSE_COLOR, QColor::fromRgbF(color.r, color.g, color.b))); if (assimpMaterial->Get(AI_MATKEY_COLOR_SPECULAR, color) == aiReturn_SUCCESS) material->addParameter(new QParameter(material, ASSIMP_MATERIAL_SPECULAR_COLOR, QColor::fromRgbF(color.r, color.g, color.b))); if (assimpMaterial->Get(AI_MATKEY_COLOR_AMBIENT, color) == aiReturn_SUCCESS) material->addParameter(new QParameter(material, ASSIMP_MATERIAL_AMBIENT_COLOR, QColor::fromRgbF(color.r, color.g, color.b))); if (assimpMaterial->Get(AI_MATKEY_COLOR_EMISSIVE, color) == aiReturn_SUCCESS) material->addParameter(new QParameter(material, ASSIMP_MATERIAL_EMISSIVE_COLOR, QColor::fromRgbF(color.r, color.g, color.b))); if (assimpMaterial->Get(AI_MATKEY_COLOR_TRANSPARENT, color) == aiReturn_SUCCESS) material->addParameter(new QParameter(material, ASSIMP_MATERIAL_TRANSPARENT_COLOR, QColor::fromRgbF(color.r, color.g, color.b))); if (assimpMaterial->Get(AI_MATKEY_COLOR_REFLECTIVE, color) == aiReturn_SUCCESS) material->addParameter(new QParameter(material, ASSIMP_MATERIAL_REFLECTIVE_COLOR, QColor::fromRgbF(color.r, color.g, color.b))); } /*! * Retrieves a\a material bool property; */ void AssimpParser::copyMaterialBoolProperties(QMaterial *material, aiMaterial *assimpMaterial) { int value; if (assimpMaterial->Get(AI_MATKEY_TWOSIDED, value) == aiReturn_SUCCESS) material->addParameter(new QParameter(material, ASSIMP_MATERIAL_IS_TWOSIDED, (value == 0) ? false : true)); if (assimpMaterial->Get(AI_MATKEY_ENABLE_WIREFRAME, value) == aiReturn_SUCCESS) material->addParameter(new QParameter(material, ASSIMP_MATERIAL_IS_WIREFRAME, (value == 0) ? false : true)); } void AssimpParser::copyMaterialShadingModel(QMaterial *material, aiMaterial *assimpMaterial) { Q_UNUSED(material) Q_UNUSED(assimpMaterial) // TODO // Match each shading function with a default shader // AssimpParser::assimpMaterialAttributesMap[AI_MATKEY_SHADING_MODEL] = &AssimpParser::getMaterialShadingModel; // AssimpParser::assimpMaterialAttributesMap[AI_MATKEY_BLEND_FUNC] = &AssimpParser::getMaterialBlendingFunction; } void AssimpParser::copyMaterialBlendingFunction(QMaterial *material, aiMaterial *assimpMaterial) { Q_UNUSED(material) Q_UNUSED(assimpMaterial) // TO DO } /*! * */ void AssimpParser::copyMaterialTextures(QMaterial *material, aiMaterial *assimpMaterial) { static const aiTextureType textureType[] = {aiTextureType_AMBIENT, aiTextureType_DIFFUSE, aiTextureType_DISPLACEMENT, aiTextureType_EMISSIVE, aiTextureType_HEIGHT, aiTextureType_LIGHTMAP, aiTextureType_NORMALS, aiTextureType_OPACITY, aiTextureType_REFLECTION, aiTextureType_SHININESS, aiTextureType_SPECULAR, /*aiTextureType_UNKNOWN*/}; if (m_textureToParameterName.isEmpty()) { m_textureToParameterName[aiTextureType_AMBIENT] = ASSIMP_MATERIAL_AMBIENT_TEXTURE; m_textureToParameterName[aiTextureType_DIFFUSE] = ASSIMP_MATERIAL_DIFFUSE_TEXTURE; m_textureToParameterName[aiTextureType_DISPLACEMENT] = ASSIMP_MATERIAL_DISPLACEMENT_TEXTURE; m_textureToParameterName[aiTextureType_EMISSIVE] = ASSIMP_MATERIAL_EMISSIVE_TEXTURE; m_textureToParameterName[aiTextureType_HEIGHT] = ASSIMP_MATERIAL_HEIGHT_TEXTURE; m_textureToParameterName[aiTextureType_LIGHTMAP] = ASSIMP_MATERIAL_LIGHTMAP_TEXTURE; m_textureToParameterName[aiTextureType_NORMALS] = ASSIMP_MATERIAL_NORMALS_TEXTURE; m_textureToParameterName[aiTextureType_OPACITY] = ASSIMP_MATERIAL_OPACITY_TEXTURE; m_textureToParameterName[aiTextureType_REFLECTION] = ASSIMP_MATERIAL_REFLECTION_TEXTURE; m_textureToParameterName[aiTextureType_SHININESS] = ASSIMP_MATERIAL_SHININESS_TEXTURE; m_textureToParameterName[aiTextureType_SPECULAR] = ASSIMP_MATERIAL_SPECULAR_TEXTURE; } for (uint i = 0; i < sizeof(textureType); i++) { aiString path; if (assimpMaterial->GetTexture(textureType[i], 0, &path) == AI_SUCCESS) { QString fullPath = m_sceneDir.absoluteFilePath(QString::fromUtf8(path.data)); // Load texture if not already loaded bool textureLoaded = true; if (!m_materialTextures.contains(fullPath)) { Texture *tex = new Texture(); QImage textureImage; if (!textureImage.load(fullPath) || !textureImage.isNull()) { tex->setFromQImage(textureImage); m_materialTextures[fullPath] = tex; qWarning() << Q_FUNC_INFO << " Loaded Texture " << fullPath; } else { qWarning() << Q_FUNC_INFO << " Invalid Texture " << fullPath; textureLoaded = false; } } if (textureLoaded) { material->addParameter(new QParameter(material, m_textureToParameterName[textureType[i]], QVariant::fromValue(m_materialTextures[fullPath]))); } } } } /*! * Retrieves a\a material float property. */ void AssimpParser::copyMaterialFloatProperties(QMaterial *material, aiMaterial *assimpMaterial) { float value = 0; if (assimpMaterial->Get(AI_MATKEY_OPACITY, value) == aiReturn_SUCCESS) material->addParameter(new QParameter(material, ASSIMP_MATERIAL_OPACITY, value)); if (assimpMaterial->Get(AI_MATKEY_SHININESS, value) == aiReturn_SUCCESS) material->addParameter(new QParameter(material, ASSIMP_MATERIAL_SHININESS,value)); if (assimpMaterial->Get(AI_MATKEY_SHININESS_STRENGTH, value) == aiReturn_SUCCESS) material->addParameter(new QParameter(material, ASSIMP_MATERIAL_SHININESS_STRENGTH, value)); if (assimpMaterial->Get(AI_MATKEY_REFRACTI, value) == aiReturn_SUCCESS) material->addParameter(new QParameter(material, ASSIMP_MATERIAL_REFRACTI, value)); if (assimpMaterial->Get(AI_MATKEY_REFLECTIVITY, value) == aiReturn_SUCCESS) material->addParameter(new QParameter(material, ASSIMP_MATERIAL_REFLECTIVITY, value)); } AssimpParser::AssimpMesh::AssimpMesh(QNode *parent) : QAbstractMesh(parent) { } bool AssimpParser::AssimpMesh::load() { return true; } void AssimpParser::AssimpMesh::setData(MeshDataPtr data) { QAbstractMesh::setData(data.staticCast()); } } // Qt3D QT_END_NAMESPACE