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Assimp loading code


Josh
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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++)
    {
        
    }

 

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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

My job is to make tools you love, with the features you want, and performance you can't live without.

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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

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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.

My job is to make tools you love, with the features you want, and performance you can't live without.

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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.

My job is to make tools you love, with the features you want, and performance you can't live without.

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  • 2 weeks later...

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;
}

 

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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;
}

image.thumb.png.e349f5f1051611a94d3e18b7cdc17e86.png

My job is to make tools you love, with the features you want, and performance you can't live without.

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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.

image.thumb.png.9ad86d405517d684850ecfe8b0a65bb5.png

My job is to make tools you love, with the features you want, and performance you can't live without.

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