Last active
February 9, 2021 20:46
-
-
Save arclee/c6280b73b5143bfd8475161ed18c0b21 to your computer and use it in GitHub Desktop.
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
// Fill out your copyright notice in the Description page of Project Settings. | |
#include "LoaderBPFunctionLibrary.h" | |
#include "RuntimeMeshLoader.h" | |
#include <assimp/Importer.hpp> // C++ importer interface | |
#include <assimp/scene.h> // Output data structure | |
#include <assimp/postprocess.h> // Post processing flags | |
void FindMeshInfo(const aiScene* scene, aiNode* node, FReturnedData& result) | |
{ | |
for (uint32 i = 0; i < node->mNumMeshes; i++) | |
{ | |
std::string TestString = node->mName.C_Str(); | |
FString Fs = FString(TestString.c_str()); | |
UE_LOG(LogTemp, Warning, TEXT("FindMeshInfo. %s\n"), *Fs); | |
int meshidx = *node->mMeshes; | |
aiMesh *mesh = scene->mMeshes[meshidx]; | |
FMeshInfo &mi = result.meshInfo[meshidx]; | |
//transform. | |
aiMatrix4x4 tempTrans = node->mTransformation; | |
FMatrix tempMatrix; | |
tempMatrix.M[0][0] = tempTrans.a1; tempMatrix.M[0][1] = tempTrans.b1; tempMatrix.M[0][2] = tempTrans.c1; tempMatrix.M[0][3] = tempTrans.d1; | |
tempMatrix.M[1][0] = tempTrans.a2; tempMatrix.M[1][1] = tempTrans.b2; tempMatrix.M[1][2] = tempTrans.c2; tempMatrix.M[1][3] = tempTrans.d2; | |
tempMatrix.M[2][0] = tempTrans.a3; tempMatrix.M[2][1] = tempTrans.b3; tempMatrix.M[2][2] = tempTrans.c3; tempMatrix.M[2][3] = tempTrans.d3; | |
tempMatrix.M[3][0] = tempTrans.a4; tempMatrix.M[3][1] = tempTrans.b4; tempMatrix.M[3][2] = tempTrans.c4; tempMatrix.M[3][3] = tempTrans.d4; | |
mi.RelativeTransform = FTransform(tempMatrix); | |
//vet | |
for (uint32 j = 0; j < mesh->mNumVertices; ++j) | |
{ | |
FVector vertex = FVector( | |
mesh->mVertices[j].x, | |
mesh->mVertices[j].y, | |
mesh->mVertices[j].z); | |
vertex = mi.RelativeTransform.TransformFVector4(vertex); | |
mi.Vertices.Push(vertex); | |
//Normal | |
if (mesh->HasNormals()) | |
{ | |
FVector normal = FVector( | |
mesh->mNormals[j].x, | |
mesh->mNormals[j].y, | |
mesh->mNormals[j].z); | |
//normal = mi.RelativeTransform.TransformFVector4(normal); | |
mi.Normals.Push(normal); | |
} | |
else | |
{ | |
mi.Normals.Push(FVector::ZeroVector); | |
} | |
//UV Coordinates - inconsistent coordinates | |
if (mesh->HasTextureCoords(0)) | |
{ | |
FVector2D uv = FVector2D(mesh->mTextureCoords[0][j].x, -mesh->mTextureCoords[0][j].y); | |
mi.UV0.Add(uv); | |
} | |
//Tangent | |
if (mesh->HasTangentsAndBitangents()) | |
{ | |
FProcMeshTangent meshTangent = FProcMeshTangent( | |
mesh->mTangents[j].x, | |
mesh->mTangents[j].y, | |
mesh->mTangents[j].z | |
); | |
mi.Tangents.Push(meshTangent); | |
} | |
//Vertex color | |
if (mesh->HasVertexColors(0)) | |
{ | |
FLinearColor color = FLinearColor( | |
mesh->mColors[0][j].r, | |
mesh->mColors[0][j].g, | |
mesh->mColors[0][j].b, | |
mesh->mColors[0][j].a | |
); | |
mi.VertexColors.Push(color); | |
} | |
} | |
} | |
} | |
void FindMesh(const aiScene* scene, aiNode* node, FReturnedData& retdata) | |
{ | |
FindMeshInfo(scene, node, retdata); | |
for (uint32 m = 0;m < node->mNumChildren;++m) | |
{ | |
FindMesh(scene, node->mChildren[m], retdata); | |
} | |
} | |
FReturnedData ULoaderBPFunctionLibrary::LoadMesh(FString filepath, EPathType type) | |
{ | |
FReturnedData result; | |
result.bSuccess=false; | |
result.meshInfo.Empty(); | |
result.NumMeshes = 0; | |
//bEnableCollision:: StaticMeshSection | |
//result.meshInfo.Vertices.Empty(); | |
//result.meshInfo.Triangles.Empty(); | |
//result.meshInfo.Normals.Empty(); | |
//result.meshInfo.UV0.Empty(); | |
//result.meshInfo.VertexColors.Empty(); | |
//result.meshInfo.Tangents.Empty(); | |
if (filepath.IsEmpty()) | |
{ | |
UE_LOG(LogTemp, Warning, TEXT("Runtime Mesh Loader: filepath is empty.\n")); | |
return result; | |
} | |
std::string file; | |
switch (type) | |
{ | |
case EPathType::Absolute: | |
file = TCHAR_TO_UTF8(*filepath); | |
break; | |
case EPathType::Relative: | |
file = TCHAR_TO_UTF8(*FPaths::Combine(FPaths::GameContentDir(), filepath)); | |
break; | |
} | |
Assimp::Importer mImporter; | |
const aiScene* mScenePtr = mImporter.ReadFile(file, aiProcess_Triangulate | aiProcess_MakeLeftHanded | aiProcess_CalcTangentSpace | aiProcess_GenSmoothNormals | aiProcess_OptimizeMeshes); | |
if (mScenePtr==nullptr) | |
{ | |
UE_LOG(LogTemp,Warning,TEXT("Runtime Mesh Loader: Read mesh file failure.\n")); | |
return result; | |
} | |
if (mScenePtr->HasMeshes()) | |
{ | |
result.meshInfo.SetNum(mScenePtr->mNumMeshes, false); | |
FindMesh(mScenePtr, mScenePtr->mRootNode, result); | |
for (uint32 i = 0; i < mScenePtr->mNumMeshes; ++i) | |
{ | |
//Triangle number | |
for (uint32 l = 0; l < mScenePtr->mMeshes[i]->mNumFaces; ++l) | |
{ | |
for (uint32 m = 0; m < mScenePtr->mMeshes[i]->mFaces[l].mNumIndices; ++m) | |
{ | |
result.meshInfo[i].Triangles.Push(mScenePtr->mMeshes[i]->mFaces[l].mIndices[m]); | |
} | |
} | |
} | |
result.bSuccess = true; | |
} | |
return result; | |
} |
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment