bzt e34f1a0284 Docs and (hopefully) final Blender exporter | 2 years ago | |
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code | 4 years ago | |
test | 5 years ago | |
README.md | 2 years ago |
IMPORTANT NOTE
This patch was included in Assimp, but had been criticised and removed by idiots (namely RichardTea and turol). I feel truly sorry for kimkulling. Here's a brief summary:
thread_local
isn't a valid C++ keyword (it is), so I had to remove Assimp IOSystem integration, along with it the external asset supportAs a consequence, Assimp is officially not supported any more. I will keep this directory, so you can use this patch if you want, but the truth is, you're better off without Assimp. It is extremely slow (lots of unneccessary conversion needed with the insane structures), eats up outrageous amount of RAM (see valgrind output below, for example Assimp allocates 1k for every single string, no matter their size!), does about thousand times more (yeah, no mistake, 1000x more!) allocations than the M3D SDK, and lot of the M3D features can't be supported anyway because of fundamental design flaws in Assimp (like mathematical shapes, voxel images, procedural surfaces, automatic texture decoding etc. see "Differences in Assimp's and M3D's Philosophy" below for details).
IMPORTANT NOTE ENDS
The M3D format is implemented in Assimp. No need to patch Assimp with these files, they are already included. This patch isn't needed for the m3dconv tool, that works without it!
This documentation details the specifics how an in-memory model is mapped into Assimp structures. The SDK's read file callback was implemented using Assimp's IOSystem, but because Assimp core developers are unfamiliar with the C++ thread_local keyword it had to be removed.
In the simpliest case, when you load a static model, there's only one node in the aiScene, which is the root node, and it has all the meshes. Because Assimp requires one material per mesh, if the model doesn't use materials, there'll be only one mesh.
aiScene->mRootNode
| |->mName = model's name is set as the root node's name
| \->mMeshes[], indices all meshes
|->aiMaterial mMaterials[] = m3d materials are mapped one-to-one, -1 as DefaultMaterial
| |->mName = material names are the same
| \->mProperties = converted using a static table in assimp/code/M3D/M3DMaterials.h
|->aiTexture mTextures[] = m3d textures mapped one-to-one
| |->achFormatHint = either "rgba0800" (grayscale), "rgba0808" (ga), "rgba8880" (rgb) or "rgba8888" (rgba)
| \->mFilename = converted as m3d texture identifier + ".png"
\->aiMesh mMeshes[] = all coordinates in model space
|->mPrimitiveType = always aiPrimitiveType_TRIANGLE
|->mMaterialIndex = m3d materialid -1 is mapped as 0 (DefaultMaterial), all the rest materialid + 1
|->mFaces = m3d face converted into an aiFace list with triangles only
|->mVertices = m3d vertex list converted into aiMesh local list
|->mNormals = m3d normals likewise, aiMesh local list
|->mTextureCoords[0] = m3d tmap UV coordinates are mapped locally into the first TextureCoords channel
\->mColors[0] = m3d vertex colors are mapped into the first color map channel
(Note: aiScene.mMeshes is a list of aiMesh, while mMeshes in nodes are lists of array indices to the said aiScene.mMeshes)
If there's a skeleton assossiated with the model, then it's loaded as further nodes under the root node. Those additional nodes do not have meshes (only the root node like with static models).
aiScene->mRootNode
| |->mMeshes[], indices all meshes
| \->children
| \->aiNode skeleton root
| |->mName = bone's name is the same
| \->children
| |->aiNode bone
| | |->mName = name is the same
| | \->children
| | \->aiNode subbone
| | \->aiNode sub-subbone
| |->aiNode bone
| | ...
| \->aiNode bone
\->aiMesh meshes[]
\->aiBone, referencing mesh-less aiNodes from above (match by name)
Usually there's only one skeleton, however if more m3d bones has the parent of -1, they will be all loaded as separate node sub-trees, each under the root node.
aiScene->mRootNode
| |->mMeshes[], indices all meshes
| \->children
| |->aiNode skeleton 1 root
| | \->aiNode bone
| | ...
| \->aiNode skeleton N root
| \->aiNode bone
\->aiMesh meshes[]
\->aiBone, referencing mesh-less aiNodes from above (match by name)
Most formats store the entire skeleton for each frame, therefore Assimp aiAnimation tend to have all bones. M3D only stores changed bones per frame. However you won't notice this, because each Assimp frame will contain the entire bone hierarchy's aiVectorKeys and aiRotationKeys (aiScalingKeys is always empty as M3D encodes scaling in rotation quaternions). This requires much much more memory, but it is needed to be compatible with other Assimp file format importers.
aiScene->mRootNode
| \->children
| \->aiNode skeleton, at least one bind-pose skeleton tree is mandatory
|->mNumAnimations = as many animations as actions in m3d
\->aiAnimation mAnimations[]
|->mName = m3d action name used as animation name
|->mDuration = duration of the animation in ticks
|->mTicksPerSecond = always 100
|->mNumChannels = as many channels as bones
\->mChannels[] = m3d action frames converted
|->mNodeName = points to the bone node in skeleton
|->mNumPositionKeys = mNumRotationKeys = m3d number of frames
|->mPositionKeys = m3d tranform position
|->mRotationKeys = m3d tranform rotation
\->mScalingKeys = always empty (scaling is encoded in the rotation quaternions)
Not supported by Assimp, use the native M3D SDK if you need this feature.
Not supported by Assimp, however the M3D SDK post-process filter will convert voxel images into triangle meshes automatically.
Loading Model 3D files using Assimp works perfectly, but it is not very efficient, because their data structures are conceptually different. A lot of conversation has to be done, and if you want to pass the model data to a shader in a VBO, you'll have to convert most of it from Assimp structures into something that essentially resembles what in-memory Model 3D originally had.
Because Assimp core developers are afraid to use libc, the ASCII variant support had to be removed. Assimp only supports the binary format. There's no place for shape based models in aiScene, therefore you can only load mesh based models with Assimp, CAD models and annotations are only available with the native Model 3D SDK. Likewise, procedural surfces and textures are only supported by the native SDK, not by Assimp. Another difference is, that while the native SDK loads and decodes the textures for you, Assimp only returns the texture filenames, you are on your own to load and decode them.
Assimp tries to mirror the various structures stored in various formats. On the other hand, Model 3D mandates exactly one well-defined structure, and leaves the conversion to a command line tool. Therefore parsing an aiScene is a complex task, while parsing m3d_t is simple. To support all those structures, aiNode is extremely flexible, has a lot more cross-references, therefore it requires more RAM and it's memory is much more fragmented:
$ valgrind tests/test01 models/WusonBlitz0.m3d 2>&1 | grep still
==26242== still reachable: 581,017 bytes in 4,088 blocks
$ valgrind tests/test02 models/WusonBlitz0.m3d 2>&1 | grep still
==26274== still reachable: 229,534 bytes in 4 blocks
Not a full list, just a few examples to represent the complexity involved:
Moreover, while in M3D you can access all data by simple indexing, Assimp only provides this for materials and meshes. For the rest, the bones and animation channels, you'll have to recursively walk through a node tree, matching strings to find what you're looking for. For the experts: M3D SDK is using O(1) algorithms, while Assimp uses O(n*m).
With Assimp, you can load many model formats in run-time, not just one. With Model 3D SDK, first you have to convert those into .m3d format in compile-time using the m3dconv utility. In return, the SDK is a single file, provides a well-defined structure and your code that interfaces with that structure is lot more simpler.