godot/tools/editor/import/resource_importer_obj.cpp

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2017-02-03 03:08:50 +00:00
#include "resource_importer_obj.h"
#include "io/resource_saver.h"
#include "scene/resources/mesh.h"
#include "scene/resources/surface_tool.h"
#include "scene/resources/surface_tool.h"
#include "os/file_access.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 "Mesh";
}
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<Mesh> mesh = Ref<Mesh>( memnew( Mesh ) );
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);
} 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;
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;
ERR_FAIL_INDEX_V(uv,uvs.size(),ERR_PARSE_ERROR);
surf_tool->add_uv(uvs[uv]);
}
int vtx = face[idx][0].to_int()-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()
{
}