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@@ -1,2024 +0,0 @@
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-/*
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- * DAESceneEncoder.h
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- */
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-#include "Base.h"
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-
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-#include "DAESceneEncoder.h"
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-#include "DAEOptimizer.h"
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-
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-//#define ENCODER_PRINT_TIME 1
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-
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-namespace gameplay
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-{
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-
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-DAESceneEncoder::DAESceneEncoder()
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- : _collada(NULL), _dom(NULL), file(NULL), _vertexBlendWeights(NULL), _vertexBlendIndices(NULL)
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-{
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-}
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-
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-DAESceneEncoder::~DAESceneEncoder()
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-{
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-}
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-
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-unsigned int getMaxOffset(domInputLocalOffset_Array& inputArray)
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-{
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- unsigned int maxOffset = 0;
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- for (unsigned int i = 0; i < (int)inputArray.getCount(); ++i)
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- {
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- if ( inputArray[i]->getOffset() > maxOffset )
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- {
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- maxOffset = (unsigned int)inputArray[i]->getOffset();
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- }
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- }
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-
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- return maxOffset;
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-}
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-
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-void DAESceneEncoder::optimizeCOLLADA(const EncoderArguments& arguments, domCOLLADA* dom)
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-{
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- const std::vector<std::string>& groupAnimatioNodeIds = arguments.getGroupAnimationNodeId();
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- const std::vector<std::string>& groupAnimatioIds = arguments.getGroupAnimationAnimationId();
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- assert(groupAnimatioNodeIds.size() == groupAnimatioIds.size());
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- if (!groupAnimatioNodeIds.empty())
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- {
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- size_t size = groupAnimatioNodeIds.size();
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- if (size > 0)
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- {
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- DAEOptimizer optimizer(dom);
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- begin();
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- for (size_t i = 0; i < size; ++i)
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- {
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- optimizer.combineAnimations(groupAnimatioNodeIds[i], groupAnimatioIds[i]);
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- }
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- end("groupAnimation");
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- }
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- }
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- else
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- {
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- // Determine if there are any mesh skins that are animated that have more than 1 animation targeting its joints.
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- // (candidates for grouping)
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- std::vector<std::string> nodeIds;
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- if (findGroupAnimationNodes(dom, nodeIds))
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- {
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- // Ask the user if they want to group animations automatically.
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- if (promptUserGroupAnimations())
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- {
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- LOG(2, "Grouping animations...\n");
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-
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- DAEOptimizer optimizer(dom);
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- begin();
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- char buffer[20];
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- size_t size = nodeIds.size();
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- for (size_t i = 0; i < size; ++i)
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- {
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- // In COLLADA, ids must be unique but they don't have to be unique in GPB.
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- // Save the animation id as "animations___#" and then rename it once the GPB objects are created
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- // but before the GPB is written to file.
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- sprintf(buffer, "animations___%lu", i);
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- std::string animationId(buffer);
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- _tempGroupAnimationIds.push_back(animationId);
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- optimizer.combineAnimations(nodeIds[i], animationId);
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- }
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- end("groupAnimation");
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- }
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- }
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- }
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- if (arguments.DAEOutputEnabled())
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- {
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- if (!_collada->writeTo(arguments.getFilePath(), arguments.getDAEOutputPath()))
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- {
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- LOG(1, "Error: COLLADA failed to write the dom for file: %s\n", arguments.getDAEOutputPath().c_str());
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- }
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- }
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-}
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-
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-void DAESceneEncoder::triangulate(DAE* dae)
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-{
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- daeDatabase* dataBase = dae->getDatabase();
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-
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- int geometryCount = (int)(dataBase->getElementCount(0, "geometry"));
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- for (int i = 0; i < geometryCount; ++i)
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- {
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- // Find the next geometry element.
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- domGeometry* domGeometry;
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- dataBase->getElement((daeElement**)&domGeometry, i, 0, "geometry");
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-
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- // Get the mesh out of the geometry.
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- const domMeshRef domMesh = domGeometry->getMesh();
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- if (!domMesh)
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- {
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- continue;
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- }
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-
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- // Loop over all the polygons elements.
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- int polygonsCount = (int)(domMesh->getPolygons_array().getCount());
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- for (int j = 0; j < polygonsCount; ++j)
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- {
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- // Get the polygons out of the mesh.
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- domPolygons* domPolygons = domMesh->getPolygons_array()[j];
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- // Create the triangles from the polygons
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- createTrianglesFromPolygons(domMesh, domPolygons);
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- }
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- while (domMesh->getPolygons_array().getCount() > 0)
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- {
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- domPolygons* domPolygons = domMesh->getPolygons_array().get(0);
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- // Remove the polygons from the mesh.
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- domMesh->removeChildElement(domPolygons);
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- }
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-
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- // Loop over all the polylist elements.
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- int polylistCount = (int)(domMesh->getPolylist_array().getCount());
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- for (int j = 0; j < polylistCount; ++j)
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- {
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- // Get the polylist out of the mesh.
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- domPolylist* domPolylist = domMesh->getPolylist_array()[j];
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- // Create the triangles from the polygon list
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- createTrianglesFromPolylist(domMesh, domPolylist);
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- }
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- while (domMesh->getPolylist_array().getCount() > 0)
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- {
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- domPolylist* domPolylist = domMesh->getPolylist_array().get(0);
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- // Remove the polylist from the mesh.
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- domMesh->removeChildElement(domPolylist);
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- }
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- }
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-}
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-
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-void DAESceneEncoder::createTrianglesFromPolygons(domMesh* domMesh, domPolygons* domPolygons)
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-{
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- // Create a new <triangles> inside the mesh that has the same material as the <polygons>.
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- domTriangles* triangles = (domTriangles*)domMesh->createAndPlace("triangles");
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- triangles->setCount(0);
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- triangles->setMaterial(domPolygons->getMaterial());
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- domP* domTrianglesP = (domP*)triangles->createAndPlace("p");
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-
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- // Give the new <triangles> the same <_dae> and <parameters> as the old <polygons>.
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- for (unsigned int i = 0; i < domPolygons->getInput_array().getCount(); ++i)
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- {
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- triangles->placeElement(domPolygons->getInput_array()[i]->clone());
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- }
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-
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- // Get the number of inputs and primitives for the polygons array.
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- unsigned int inputCount = getMaxOffset(domPolygons->getInput_array()) + 1;
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- unsigned int primitiveCount = domPolygons->getP_array().getCount();
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-
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- // Triangulate all the primitives, this generates all the triangles in a single <p> element.
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- for (unsigned int j = 0; j < primitiveCount; ++j)
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- {
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- // Check the polygons for consistancy (some exported files have had the wrong number of indices).
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- domP* domCurrentP = domPolygons->getP_array()[j];
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- int elementCount = (int)(domCurrentP->getValue().getCount());
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- if ( (elementCount % inputCount) != 0 )
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- {
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- // Skip this case.
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- }
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- else
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- {
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- unsigned int triangleCount = (elementCount / inputCount) - 2;
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-
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- // Write out the primitives as triangles, just fan using the first element as the base.
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- unsigned int index = inputCount;
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- for (unsigned int k = 0; k < triangleCount; ++k)
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- {
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- // First vertex.
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- for (unsigned int l = 0; l < inputCount; ++l)
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- {
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- domTrianglesP->getValue().append(domCurrentP->getValue()[l]);
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- }
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- // Second vertex.
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- for (unsigned int l = 0; l < inputCount; ++l)
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- {
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- domTrianglesP->getValue().append(domCurrentP->getValue()[index + l]);
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- }
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- // Third vertex.
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- index += inputCount;
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- for (unsigned int l = 0; l < inputCount; ++l)
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- {
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- domTrianglesP->getValue().append(domCurrentP->getValue()[index + l]);
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- }
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- triangles->setCount(triangles->getCount() + 1);
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- }
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- }
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- }
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-}
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-
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-void DAESceneEncoder::createTrianglesFromPolylist(domMesh* domMesh, domPolylist* domPolylist)
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-{
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- // Create a new <triangles> inside the mesh that has the same material as the <polylist>.
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- domTriangles* triangles = (domTriangles*)domMesh->createAndPlace("triangles");
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- triangles->setMaterial(domPolylist->getMaterial());
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- domP* domTrianglesP = (domP*)triangles->createAndPlace("p");
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-
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- // Give the new <triangles> the same <_dae> and <parameters> as the old <polylist>.
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- for (int i = 0; i < (int)(domPolylist->getInput_array().getCount()); ++i)
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- {
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- triangles->placeElement(domPolylist->getInput_array()[i]->clone());
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- }
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-
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- // Get the number of inputs and primitives for the polygons array.
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- unsigned int inputCount = getMaxOffset(domPolylist->getInput_array()) + 1;
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- unsigned int primitiveCount = domPolylist->getVcount()->getValue().getCount();
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-
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- unsigned int offset = 0;
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- unsigned int trianglesProcessed = 0;
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-
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- // Triangulate all the primitives, this generates all the triangles in a single <p> element.
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- for (unsigned int j = 0; j < primitiveCount; ++j)
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- {
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- unsigned int triangleCount = (unsigned int)domPolylist->getVcount()->getValue()[j] - 2;
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-
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- // Write out the primitives as triangles, just fan using the first element as the base.
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- int index = inputCount;
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- for (unsigned int k = 0; k < triangleCount; ++k)
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- {
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- // First vertex.
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- for (unsigned int l = 0; l < inputCount; ++l)
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- {
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- domTrianglesP->getValue().append(domPolylist->getP()->getValue()[offset + l]);
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- }
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- // Second vertex.
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- for (unsigned int l = 0; l < inputCount; ++l)
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- {
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- domTrianglesP->getValue().append(domPolylist->getP()->getValue()[offset + index + l]);
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- }
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- // Third vertex.
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- index += inputCount;
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- for (unsigned int l = 0; l < inputCount; ++l)
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- {
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- domTrianglesP->getValue().append(domPolylist->getP()->getValue()[offset + index + l]);
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- }
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-
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- trianglesProcessed++;
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- }
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-
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- offset += (unsigned int)domPolylist->getVcount()->getValue()[j] * inputCount;
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- }
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- triangles->setCount(trianglesProcessed);
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-}
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-
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-void DAESceneEncoder::write(const std::string& filepath, const EncoderArguments& arguments)
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-{
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- _begin = clock();
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- const char* nodeId = arguments.getNodeId();
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-
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- // Load the collada document
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- _collada = new DAE();
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- begin();
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- _dom = (domCOLLADA*)_collada->open(filepath);
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- end("Open file");
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- if (!_dom)
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- {
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- LOG(1, "Error: COLLADA failed to open file: %s\n", filepath.c_str());
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- if (_collada)
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- {
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- delete _collada;
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- _collada = NULL;
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- }
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- return;
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- }
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-
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- // Run collada conditioners
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- begin();
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- triangulate(_collada);
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- end("triangulate");
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-
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- // Optimize the dom before encoding
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- optimizeCOLLADA(arguments, _dom);
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-
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- // Find the <visual_scene> element within the <scene>
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- const domCOLLADA::domSceneRef& domScene = _dom->getScene();
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- if (domScene && domScene->getInstance_visual_scene())
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- {
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- daeElement* scene = getVisualScene(domScene);
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- if (scene)
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- {
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- if (nodeId == NULL)
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- {
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- // If the -i <node_id> parameter was not passed then write out the entire scene.
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- begin();
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- loadScene((domVisual_scene*)scene);
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- end("load scene");
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- }
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- else
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- {
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- // Resolve/Search for the node the user specified with the -i <node_id> parameter.
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- daeSIDResolver resolver(scene, nodeId);
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- domNode* nodeElement = daeSafeCast<domNode>(resolver.getElement());
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- if (nodeElement)
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- {
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- Node* node = loadNode(nodeElement, NULL);
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- if (node)
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- {
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- _gamePlayFile.addScenelessNode(node);
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- }
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- else
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- {
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- LOG(1, "COLLADA File loaded to the dom, but failed to load node %s.\n", nodeId);
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- }
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- }
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- else
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- {
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- LOG(1, "COLLADA File loaded to the dom, but node was not found with node ID %s.\n", nodeId);
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- }
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- }
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- }
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- else
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- {
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- LOG(1, "COLLADA File loaded to the dom, but query for the dom assets failed.\n");
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- }
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- }
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- else
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- {
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- LOG(1, "COLLADA File loaded to the dom, but missing <visual_scene>.\n");
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- }
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-
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- // The animations should be loaded last
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- begin();
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- loadAnimations(_dom);
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- end("loadAnimations");
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-
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- _gamePlayFile.adjust();
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- _gamePlayFile.renameAnimations(_tempGroupAnimationIds, "animations");
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-
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- // Write the output file
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- std::string outputFilePath = arguments.getOutputFilePath();
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- if (arguments.textOutputEnabled())
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- {
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- int pos = outputFilePath.find_last_of('.');
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- if (pos > 2)
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- {
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- std::string path = outputFilePath.substr(0, pos);
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- path.append(".xml");
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- LOG(1, "Saving debug file: %s\n", path.c_str());
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- if (!_gamePlayFile.saveText(path))
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- {
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- LOG(1, "Error writing text file: %s\n", path.c_str());
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- }
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- }
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- }
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- else
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- {
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- LOG(1, "Saving binary file: %s\n", outputFilePath.c_str());
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- begin();
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- if (!_gamePlayFile.saveBinary(outputFilePath))
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- {
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- LOG(1, "Error writing binary file: %s\n", outputFilePath.c_str());
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- }
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- end("save binary");
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- }
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-
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- // Cleanup
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- if (file)
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- {
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- fclose(file);
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- }
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- if (_collada)
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- {
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- delete _collada;
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- _collada = NULL;
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- }
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-}
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-
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-void DAESceneEncoder::loadAnimations(const domCOLLADA* dom)
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-{
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- // Call loadAnimation on all <animation> elements in all <library_animations>
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- const domLibrary_animations_Array& animationLibrarys = dom->getLibrary_animations_array();
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- size_t animationLibrarysCount = animationLibrarys.getCount();
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- for (size_t i = 0; i < animationLibrarysCount; ++i)
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- {
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- const domLibrary_animationsRef& libraryAnimation = animationLibrarys.get(i);
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- const domAnimation_Array& animationArray = libraryAnimation->getAnimation_array();
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- size_t animationCount = animationArray.getCount();
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- for (size_t j = 0; j < animationCount; ++j)
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- {
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- const domAnimationRef& animationRef = animationArray.get(j);
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- loadAnimation(animationRef);
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- }
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- }
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-}
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-
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-void DAESceneEncoder::loadAnimation(const domAnimationRef animationRef, const char* altId)
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-{
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- // Animations can contain other animations.
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- const domAnimation_Array& animationArray = animationRef->getAnimation_array();
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- unsigned int animationCount = animationArray.getCount();
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-
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- if (animationCount == 1)
|
|
|
- {
|
|
|
- // DAE_FBX nests 1 animation within another animation for some reason.
|
|
|
- loadAnimation(animationArray.get(0), animationRef->getId());
|
|
|
- }
|
|
|
- else if ( animationCount > 1)
|
|
|
- {
|
|
|
- loadAnimation(animationArray.get(0));
|
|
|
- }
|
|
|
-
|
|
|
- // <channel> points to one <sampler>
|
|
|
- // <sampler> points to multiple <input> elements
|
|
|
-
|
|
|
- // <channel>
|
|
|
- const domChannel_Array& channelArray = animationRef->getChannel_array();
|
|
|
- size_t channelArrayCount = channelArray.getCount();
|
|
|
- if (channelArrayCount > 0)
|
|
|
- {
|
|
|
- Animation* animation = new Animation();
|
|
|
- const char* str = animationRef->getId();
|
|
|
- if (str)
|
|
|
- {
|
|
|
- animation->setId(str);
|
|
|
- }
|
|
|
- else if (altId)
|
|
|
- {
|
|
|
- animation->setId(altId);
|
|
|
- }
|
|
|
-
|
|
|
- for (size_t i = 0; i < channelArrayCount; ++i)
|
|
|
- {
|
|
|
- AnimationChannel* animationChannel = new AnimationChannel();
|
|
|
-
|
|
|
- const domChannelRef& channelRef = channelArray.get(i);
|
|
|
-
|
|
|
- // <sampler>
|
|
|
- const domSamplerRef sampler = getSampler(channelRef);
|
|
|
- assert(sampler);
|
|
|
-
|
|
|
- // <input>
|
|
|
- const domInputLocal_Array& inputArray = sampler->getInput_array();
|
|
|
- size_t inputArrayCount = inputArray.getCount();
|
|
|
- for (size_t j = 0; j < inputArrayCount; ++j)
|
|
|
- {
|
|
|
- const domInputLocalRef& inputLocal = inputArray.get(j);
|
|
|
-
|
|
|
- // <source>
|
|
|
- const domSourceRef source = getSource(inputLocal, animationRef);
|
|
|
-
|
|
|
- std::string semantic = inputLocal->getSemantic();
|
|
|
- if (equals(semantic, "INTERPOLATION"))
|
|
|
- {
|
|
|
- // Interpolation source is a list of strings
|
|
|
- loadInterpolation(source, animationChannel);
|
|
|
- }
|
|
|
- else
|
|
|
- {
|
|
|
- // The other sources are lists of floats.
|
|
|
- std::vector<float> floats;
|
|
|
- copyFloats(source->getFloat_array(), &floats);
|
|
|
- if (equals(semantic, "INPUT"))
|
|
|
- {
|
|
|
- // TODO: Ensure param name is TIME?
|
|
|
- for (std::vector<float>::iterator k = floats.begin(); k != floats.end(); ++k)
|
|
|
- {
|
|
|
- // Convert seconds to milliseconds
|
|
|
- *k = *k * 1000.0f;
|
|
|
- }
|
|
|
- animationChannel->setKeyTimes(floats);
|
|
|
- }
|
|
|
- else if (equals(semantic, "OUTPUT"))
|
|
|
- {
|
|
|
- animationChannel->setKeyValues(floats);
|
|
|
- }
|
|
|
- else if (equals(semantic, "IN_TANGENT"))
|
|
|
- {
|
|
|
- animationChannel->setTangentsIn(floats);
|
|
|
- }
|
|
|
- else if (equals(semantic, "OUT_TANGENT"))
|
|
|
- {
|
|
|
- animationChannel->setTangentsOut(floats);
|
|
|
- }
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- // get target attribute enum value
|
|
|
- if (loadTarget(channelRef, animationChannel))
|
|
|
- {
|
|
|
- if (animationChannel->getKeyTimes().size() > 0)
|
|
|
- {
|
|
|
- animation->add(animationChannel);
|
|
|
- }
|
|
|
- }
|
|
|
- }
|
|
|
- if (animation->getAnimationChannelCount() > 0)
|
|
|
- {
|
|
|
- _gamePlayFile.addAnimation(animation);
|
|
|
- }
|
|
|
- else
|
|
|
- {
|
|
|
- delete animation;
|
|
|
- }
|
|
|
- }
|
|
|
-}
|
|
|
-
|
|
|
-void DAESceneEncoder::loadInterpolation(const domSourceRef source, AnimationChannel* animationChannel)
|
|
|
-{
|
|
|
- // COLLADA stores the interpolations as a list of strings while GBP uses unsigned int
|
|
|
- std::vector<unsigned int> values;
|
|
|
- const domName_arrayRef nameArray = getSourceNameArray(source);
|
|
|
- assert(nameArray);
|
|
|
- const domListOfNames& names = nameArray->getValue();
|
|
|
- size_t count = (size_t)names.getCount();
|
|
|
- values.resize(count);
|
|
|
- if (count > 0)
|
|
|
- {
|
|
|
- for (size_t i = 0; i < count; ++i)
|
|
|
- {
|
|
|
- values[i] = AnimationChannel::getInterpolationType(names.get(i));
|
|
|
- }
|
|
|
-
|
|
|
- // If all of the interpolation types are the same then only store the interpolation once
|
|
|
- // instead of storing the same type for each key frame.
|
|
|
- unsigned int firstType = values[0];
|
|
|
- bool allEqual = true;
|
|
|
- for (size_t i = 1; i < count; ++i)
|
|
|
- {
|
|
|
- if (firstType != values[i])
|
|
|
- {
|
|
|
- allEqual = false;
|
|
|
- break;
|
|
|
- }
|
|
|
- }
|
|
|
- if (allEqual)
|
|
|
- {
|
|
|
- values.resize(1);
|
|
|
- }
|
|
|
- }
|
|
|
- animationChannel->setInterpolations(values);
|
|
|
-}
|
|
|
-
|
|
|
-bool DAESceneEncoder::loadTarget(const domChannelRef& channelRef, AnimationChannel* animationChannel)
|
|
|
-{
|
|
|
- // GamePlay requires that animations are baked. Use "Bake Transforms" in your 3D modeling tool.
|
|
|
- // If the target of an animation is not a matrix then an error will be printed.
|
|
|
-
|
|
|
- const static char* TRANSFORM_WARNING_FORMAT = "Warning: Node \"%s\":\n %s %s\n";
|
|
|
- const static char* TRANSFORM_MESSAGE = "transform found but not supported.\n Use \"Bake Transforms\" option when exporting.";
|
|
|
-
|
|
|
- unsigned int targetProperty = 0;
|
|
|
- DAEChannelTarget channelTarget(channelRef);
|
|
|
-
|
|
|
- const char* targetId = channelTarget.getTargetId().c_str();
|
|
|
-
|
|
|
- // TODO: Do we want to support more than one? If yes then this needs to be fixed.
|
|
|
- for (size_t i = 0; i < channelTarget.getTargetAttributeCount(); ++i)
|
|
|
- {
|
|
|
- std::string prop;
|
|
|
- channelTarget.getPropertyName(i, &prop);
|
|
|
- daeElement* attributeElement = channelTarget.getTargetAttribute(i);
|
|
|
- if (attributeElement)
|
|
|
- {
|
|
|
- daeInt type = attributeElement->typeID();
|
|
|
- if (type == domRotate::ID())
|
|
|
- {
|
|
|
- LOG(1, TRANSFORM_WARNING_FORMAT, targetId, "Rotate", TRANSFORM_MESSAGE);
|
|
|
- return false;
|
|
|
- /*
|
|
|
- // <rotate>
|
|
|
- const domRotate* rotate = daeSafeCast<domRotate>(attributeElement);
|
|
|
-
|
|
|
- if (prop.size() > 0)
|
|
|
- {
|
|
|
- if (equalsIgnoreCase(prop, "ANGLE"))
|
|
|
- {
|
|
|
- targetProperty = Transform::ANIMATE_ROTATE;
|
|
|
-
|
|
|
- // get the rotation axis
|
|
|
- const domFloat4& f = rotate->getValue();
|
|
|
- float x = (float)f.get(0);
|
|
|
- float y = (float)f.get(1);
|
|
|
- float z = (float)f.get(2);
|
|
|
-
|
|
|
- // Get the angle values that were already read
|
|
|
- const std::vector<float>& keyValues = animationChannel->getKeyValues();
|
|
|
- size_t size = keyValues.size();
|
|
|
- assert(size > 0);
|
|
|
- // COLLADA only targeted a single prop but GBP requires all 4 rotate values.
|
|
|
- // Convert (ANGLE ANGLE ANGLE) to (X Y Z ANGLE X Y Z ANGLE X Y Z ANGLE)
|
|
|
- std::vector<float> floats(size * 4);
|
|
|
- // Duplicate rotation axis. We will replace only the angle that COLLADA is targeting.
|
|
|
- for (size_t j = 0; j < size; ++j)
|
|
|
- {
|
|
|
- size_t k = j * 4;
|
|
|
- floats[k+0] = x;
|
|
|
- floats[k+1] = y;
|
|
|
- floats[k+2] = z;
|
|
|
- floats[k+3] = keyValues[j]; // angle
|
|
|
- }
|
|
|
- animationChannel->setKeyValues(floats);
|
|
|
- }
|
|
|
- }
|
|
|
- */
|
|
|
- }
|
|
|
- else if (type == domScale::ID())
|
|
|
- {
|
|
|
- LOG(1, TRANSFORM_WARNING_FORMAT, targetId, "Scale", TRANSFORM_MESSAGE);
|
|
|
- return false;
|
|
|
- /*
|
|
|
- // <scale>
|
|
|
- //const domScale* scale = daeSafeCast<domScale>(attributeElement);
|
|
|
- if (equalsIgnoreCase(prop, "X"))
|
|
|
- {
|
|
|
- targetProperty = Transform::ANIMATE_SCALE_X;
|
|
|
- }
|
|
|
- else if (equalsIgnoreCase(prop, "Y"))
|
|
|
- {
|
|
|
- targetProperty = Transform::ANIMATE_SCALE_Y;
|
|
|
- }
|
|
|
- else if (equalsIgnoreCase(prop, "Z"))
|
|
|
- {
|
|
|
- targetProperty = Transform::ANIMATE_SCALE_Z;
|
|
|
- }
|
|
|
- else
|
|
|
- {
|
|
|
- targetProperty = Transform::ANIMATE_SCALE;
|
|
|
- }
|
|
|
- */
|
|
|
- }
|
|
|
- else if (type == domTranslate::ID())
|
|
|
- {
|
|
|
- LOG(1, TRANSFORM_WARNING_FORMAT, targetId, "Translate", TRANSFORM_MESSAGE);
|
|
|
- return false;
|
|
|
- /*
|
|
|
- // <translate>
|
|
|
- //const domTranslate* translate = daeSafeCast<domTranslate>(attributeElement);
|
|
|
- if (equalsIgnoreCase(prop, "X"))
|
|
|
- {
|
|
|
- targetProperty = Transform::ANIMATE_TRANSLATE_X;
|
|
|
- }
|
|
|
- else if (equalsIgnoreCase(prop, "Y"))
|
|
|
- {
|
|
|
- targetProperty = Transform::ANIMATE_TRANSLATE_Y;
|
|
|
- }
|
|
|
- else if (equalsIgnoreCase(prop, "Z"))
|
|
|
- {
|
|
|
- targetProperty = Transform::ANIMATE_TRANSLATE_Z;
|
|
|
- }
|
|
|
- else
|
|
|
- {
|
|
|
- targetProperty = Transform::ANIMATE_TRANSLATE;
|
|
|
- }
|
|
|
- */
|
|
|
- }
|
|
|
- else if (type == domMatrix::ID())
|
|
|
- {
|
|
|
- // If the animation is targeting a matrix then convert it into
|
|
|
- // a scale, rotate, translate animation by decomposing the matrix.
|
|
|
- targetProperty = Transform::ANIMATE_SCALE_ROTATE_TRANSLATE;
|
|
|
-
|
|
|
- const std::vector<float>& keyValues = animationChannel->getKeyValues();
|
|
|
- assert(keyValues.size() % 16 == 0);
|
|
|
- // The matrix was 16 floats and the new values will be 10 floats
|
|
|
- size_t newSize = keyValues.size() / 16 * 10;
|
|
|
- std::vector<float> floats(newSize);
|
|
|
-
|
|
|
- size_t matrixCount = keyValues.size() / 16;
|
|
|
- for (size_t i = 0; i < matrixCount; ++i)
|
|
|
- {
|
|
|
- size_t j = i * 16;
|
|
|
- // COLLADA used row-major but the Matrix class uses column-major
|
|
|
- Matrix matrix(
|
|
|
- keyValues[j+0], keyValues[j+4], keyValues[j+8], keyValues[j+12],
|
|
|
- keyValues[j+1], keyValues[j+5], keyValues[j+9], keyValues[j+13],
|
|
|
- keyValues[j+2], keyValues[j+6], keyValues[j+10], keyValues[j+14],
|
|
|
- keyValues[j+3], keyValues[j+7], keyValues[j+11], keyValues[j+15]);
|
|
|
- Vector3 scale;
|
|
|
- Quaternion rotation;
|
|
|
- Vector3 translation;
|
|
|
- matrix.decompose(&scale, &rotation, &translation);
|
|
|
- rotation.normalize();
|
|
|
-
|
|
|
- size_t k = i * 10;
|
|
|
- floats[k+0] = scale.x;
|
|
|
- floats[k+1] = scale.y;
|
|
|
- floats[k+2] = scale.z;
|
|
|
- floats[k+3] = rotation.x;
|
|
|
- floats[k+4] = rotation.y;
|
|
|
- floats[k+5] = rotation.z;
|
|
|
- floats[k+6] = rotation.w;
|
|
|
- floats[k+7] = translation.x;
|
|
|
- floats[k+8] = translation.y;
|
|
|
- floats[k+9] = translation.z;
|
|
|
- }
|
|
|
- animationChannel->setKeyValues(floats);
|
|
|
- }
|
|
|
- }
|
|
|
- }
|
|
|
- animationChannel->setTargetAttribute(targetProperty);
|
|
|
- animationChannel->setTargetId(channelTarget.getTargetId());
|
|
|
- //animationChannel->removeDuplicates();
|
|
|
- return true;
|
|
|
-}
|
|
|
-
|
|
|
-void DAESceneEncoder::begin()
|
|
|
-{
|
|
|
- #ifdef ENCODER_PRINT_TIME
|
|
|
- _begin = clock();
|
|
|
- #endif
|
|
|
-}
|
|
|
-
|
|
|
-void DAESceneEncoder::end(const char* str)
|
|
|
-{
|
|
|
- #ifdef ENCODER_PRINT_TIME
|
|
|
- clock_t time = clock() - _begin;
|
|
|
- LOG(1, "%5d %s\n", time, str);
|
|
|
- #endif
|
|
|
-}
|
|
|
-
|
|
|
-void DAESceneEncoder::copyFloats(const domFloat_array* source, std::vector<float>* target)
|
|
|
-{
|
|
|
- std::vector<float>& t = *target;
|
|
|
-
|
|
|
- size_t count = (size_t)source->getCount();
|
|
|
- t.resize(count);
|
|
|
- const domListOfFloats& listOfFloats = source->getValue();
|
|
|
- for (size_t i = 0; i < count; ++i)
|
|
|
- {
|
|
|
- t[i] = (float)listOfFloats.get(i);
|
|
|
- }
|
|
|
-}
|
|
|
-
|
|
|
-void DAESceneEncoder::loadScene(const domVisual_scene* visualScene)
|
|
|
-{
|
|
|
- Scene* scene = new Scene();
|
|
|
-
|
|
|
- const domNode_Array& nodes = visualScene->getNode_array();
|
|
|
- scene->setId(visualScene->getId());
|
|
|
- if (scene->getId().length() == 0)
|
|
|
- {
|
|
|
- scene->setId("__SCENE__");
|
|
|
- }
|
|
|
-
|
|
|
- size_t childCount = nodes.getCount();
|
|
|
- for (size_t i = 0; i < childCount; ++i)
|
|
|
- {
|
|
|
- scene->add(loadNode(nodes[i], NULL));
|
|
|
- }
|
|
|
-
|
|
|
- Node* activeCameraNode = findSceneActiveCameraNode(visualScene, scene);
|
|
|
- if (activeCameraNode)
|
|
|
- {
|
|
|
- scene->setActiveCameraNode(activeCameraNode);
|
|
|
- }
|
|
|
-
|
|
|
- _gamePlayFile.addScene(scene);
|
|
|
-}
|
|
|
-
|
|
|
-Node* DAESceneEncoder::findSceneActiveCameraNode(const domVisual_scene* visualScene, Scene* scene)
|
|
|
-{
|
|
|
- // Loops through each evaluate_scene's render until an active camera node is found.
|
|
|
- // Returns the first one found.
|
|
|
-
|
|
|
- // Find the active camera
|
|
|
- const domVisual_scene::domEvaluate_scene_Array& evaluateScenes = visualScene->getEvaluate_scene_array();
|
|
|
- size_t evaluateSceneCount = evaluateScenes.getCount();
|
|
|
- for (size_t i = 0; i < evaluateSceneCount; ++i)
|
|
|
- {
|
|
|
- const domVisual_scene::domEvaluate_scene::domRender_Array& renders = evaluateScenes[i]->getRender_array();
|
|
|
- size_t renderCount = renders.getCount();
|
|
|
- for (size_t j = 0; j < renderCount; ++j)
|
|
|
- {
|
|
|
- xsAnyURI cameraNodeURI = renders[i]->getCamera_node();
|
|
|
- domNode* nodeRef = daeSafeCast<domNode>(cameraNodeURI.getElement());
|
|
|
- if (nodeRef)
|
|
|
- {
|
|
|
- std::string id = nodeRef->getId();
|
|
|
- Node* node = _gamePlayFile.getNode(id.c_str());
|
|
|
- if (node)
|
|
|
- {
|
|
|
- return node;
|
|
|
- }
|
|
|
- }
|
|
|
- }
|
|
|
- }
|
|
|
- // Find the first node in the scene that contains a camera.
|
|
|
- return scene->getFirstCameraNode();
|
|
|
-}
|
|
|
-
|
|
|
-Node* DAESceneEncoder::loadNode(domNode* n, Node* parent)
|
|
|
-{
|
|
|
- Node* node = NULL;
|
|
|
-
|
|
|
- // Check if this node has already been loaded
|
|
|
- const char* id = n->getID();
|
|
|
- if (id && strlen(id) > 0)
|
|
|
- {
|
|
|
- node = _gamePlayFile.getNode(n->getID());
|
|
|
- if (node)
|
|
|
- {
|
|
|
- return node;
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- // Load the node
|
|
|
- node = new Node();
|
|
|
-
|
|
|
- if (parent)
|
|
|
- {
|
|
|
- parent->addChild(node);
|
|
|
- }
|
|
|
-
|
|
|
- if (n->getType() == NODETYPE_JOINT)
|
|
|
- {
|
|
|
- node->setIsJoint(true);
|
|
|
- }
|
|
|
-
|
|
|
- // Set node id
|
|
|
- node->setId(n->getId());
|
|
|
-
|
|
|
- // If this node has an id then add it to the ref table
|
|
|
- _gamePlayFile.addNode(node);
|
|
|
-
|
|
|
- transformNode(n, node);
|
|
|
- loadControllerInstance(n, node);
|
|
|
- loadCameraInstance(n, node);
|
|
|
- loadLightInstance(n, node);
|
|
|
- loadGeometryInstance(n, node);
|
|
|
-
|
|
|
- // Load child nodes
|
|
|
- const domNode_Array& childNodes = n->getNode_array();
|
|
|
- size_t childCount = childNodes.getCount();
|
|
|
- for (size_t i = 0; i < childCount; ++i)
|
|
|
- {
|
|
|
- loadNode(childNodes.get(i), node);
|
|
|
- }
|
|
|
- return node;
|
|
|
-}
|
|
|
-
|
|
|
-void DAESceneEncoder::transformNode(domNode* domNode, Node* node)
|
|
|
-{
|
|
|
- // Apply the transform.
|
|
|
- // Note that we only honor the first matrix transform specified for the DOM node.
|
|
|
- const domMatrix_Array& matrixArray = domNode->getMatrix_array();
|
|
|
- if (matrixArray.getCount() > 0)
|
|
|
- {
|
|
|
- const domMatrixRef& matrix = matrixArray.get(0);
|
|
|
- if (!matrix)
|
|
|
- {
|
|
|
- return;
|
|
|
- }
|
|
|
- const domFloat4x4& tx = matrix->getValue();
|
|
|
- float transform[] = {(float)tx.get(0), (float)tx.get(4), (float)tx.get(8), (float)tx.get(12),
|
|
|
- (float)tx.get(1), (float)tx.get(5), (float)tx.get(9), (float)tx.get(13),
|
|
|
- (float)tx.get(2), (float)tx.get(6), (float)tx.get(10), (float)tx.get(14),
|
|
|
- (float)tx.get(3), (float)tx.get(7), (float)tx.get(11), (float)tx.get(15)};
|
|
|
- node->setTransformMatrix(transform);
|
|
|
- }
|
|
|
- else
|
|
|
- {
|
|
|
- Matrix transform;
|
|
|
- calcTransform(domNode, transform);
|
|
|
- node->setTransformMatrix(transform.m);
|
|
|
- }
|
|
|
-
|
|
|
- // TODO: Handle transforming by other types (SRT, etc) (see "Node" child elements spec)
|
|
|
-
|
|
|
- /*Vector3 scale;
|
|
|
- Quaternion rotation;
|
|
|
- Vector3 translation;
|
|
|
-
|
|
|
- localTransform.Decompose(&scale, &rotation, &translation);
|
|
|
-
|
|
|
- node->SetScale(scale);
|
|
|
- node->SetRotation(rotation);
|
|
|
- node->SetTranslation(translation);*/
|
|
|
-}
|
|
|
-
|
|
|
-void DAESceneEncoder::calcTransform(domNode* domNode, Matrix& dstTransform)
|
|
|
-{
|
|
|
- daeTArray<daeSmartRef<daeElement> > children;
|
|
|
- domNode->getChildren(children);
|
|
|
- size_t childCount = children.getCount();
|
|
|
- for (size_t i = 0; i < childCount; ++i)
|
|
|
- {
|
|
|
- daeElementRef childElement = children[i];
|
|
|
- daeInt typeID = childElement->typeID();
|
|
|
- if (typeID == domTranslate::ID())
|
|
|
- {
|
|
|
- domTranslateRef translateNode = daeSafeCast<domTranslate>(childElement);
|
|
|
- float x = (float)translateNode->getValue().get(0);
|
|
|
- float y = (float)translateNode->getValue().get(1);
|
|
|
- float z = (float)translateNode->getValue().get(2);
|
|
|
- dstTransform.translate(x, y, z);
|
|
|
- }
|
|
|
- if (typeID == domRotate::ID())
|
|
|
- {
|
|
|
- domRotateRef rotateNode = daeSafeCast<domRotate>(childElement);
|
|
|
- float x = (float)rotateNode->getValue().get(0);
|
|
|
- float y = (float)rotateNode->getValue().get(1);
|
|
|
- float z = (float)rotateNode->getValue().get(2);
|
|
|
- float angle = MATH_DEG_TO_RAD((float)rotateNode->getValue().get(3)); // COLLADA uses degrees, gameplay uses radians
|
|
|
- if (x == 1.0f && y == 0.0f && z == 0.0f)
|
|
|
- {
|
|
|
- dstTransform.rotateX(angle);
|
|
|
- }
|
|
|
- else if (x == 0.0f && y == 1.0f && z == 0.0f)
|
|
|
- {
|
|
|
- dstTransform.rotateY(angle);
|
|
|
- }
|
|
|
- else if (x == 0.0f && y == 0.0f && z == 1.0f)
|
|
|
- {
|
|
|
- dstTransform.rotateZ(angle);
|
|
|
- }
|
|
|
- else
|
|
|
- {
|
|
|
- dstTransform.rotate(x, y, z, angle);
|
|
|
- }
|
|
|
- }
|
|
|
- if (typeID == domScale::ID())
|
|
|
- {
|
|
|
- domScaleRef scaleNode = daeSafeCast<domScale>(childElement);
|
|
|
- float x = (float)scaleNode->getValue().get(0);
|
|
|
- float y = (float)scaleNode->getValue().get(1);
|
|
|
- float z = (float)scaleNode->getValue().get(2);
|
|
|
- dstTransform.scale(x, y, z);
|
|
|
- }
|
|
|
- if (typeID == domSkew::ID())
|
|
|
- {
|
|
|
- LOG(1, "Warning: Skew transform found but not supported.\n");
|
|
|
- }
|
|
|
- if (typeID == domLookat::ID())
|
|
|
- {
|
|
|
- LOG(1, "Warning: Lookat transform found but not supported.\n");
|
|
|
- }
|
|
|
- }
|
|
|
-}
|
|
|
-
|
|
|
-void DAESceneEncoder::loadCameraInstance(const domNode* n, Node* node)
|
|
|
-{
|
|
|
- // Does this node have any camera instances?
|
|
|
- const domInstance_camera_Array& instanceCameras = n->getInstance_camera_array();
|
|
|
- size_t instanceCameraCount = instanceCameras.getCount();
|
|
|
- for (size_t i = 0; i < instanceCameraCount; ++i)
|
|
|
- {
|
|
|
- // Get the camrea object
|
|
|
- const domInstance_camera* cameraInstanceRef = instanceCameras.get(i);
|
|
|
- xsAnyURI cameraURI = cameraInstanceRef->getUrl();
|
|
|
- domCamera* cameraRef = daeSafeCast<domCamera>(cameraURI.getElement());
|
|
|
-
|
|
|
- if (cameraRef)
|
|
|
- {
|
|
|
- Camera* camera = loadCamera(cameraRef);
|
|
|
- if (camera)
|
|
|
- {
|
|
|
- node->setCamera(camera);
|
|
|
- }
|
|
|
- }
|
|
|
- else
|
|
|
- {
|
|
|
- // warning
|
|
|
- }
|
|
|
- }
|
|
|
-}
|
|
|
-
|
|
|
-void DAESceneEncoder::loadLightInstance(const domNode* n, Node* node)
|
|
|
-{
|
|
|
- // Does this node have any light instances?
|
|
|
- const domInstance_light_Array& instanceLights = n->getInstance_light_array();
|
|
|
- size_t instanceLightCount = instanceLights.getCount();
|
|
|
- for (size_t i = 0; i < instanceLightCount; ++i)
|
|
|
- {
|
|
|
- // Get the camrea object
|
|
|
- const domInstance_light* lightInstanceRef = instanceLights.get(i);
|
|
|
- xsAnyURI lightURI = lightInstanceRef->getUrl();
|
|
|
- domLight* lightRef = daeSafeCast<domLight>(lightURI.getElement());
|
|
|
-
|
|
|
- if (lightRef)
|
|
|
- {
|
|
|
- Light* light = loadLight(lightRef);
|
|
|
- if (light)
|
|
|
- {
|
|
|
- node->setLight(light);
|
|
|
- }
|
|
|
- }
|
|
|
- else
|
|
|
- {
|
|
|
- // warning
|
|
|
- }
|
|
|
- }
|
|
|
-}
|
|
|
-
|
|
|
-void DAESceneEncoder::loadGeometryInstance(const domNode* n, Node* node)
|
|
|
-{
|
|
|
- // Does this node have any geometry instances?
|
|
|
- const domInstance_geometry_Array& instanceGeometries = n->getInstance_geometry_array();
|
|
|
- size_t instanceGeometryCount = instanceGeometries.getCount();
|
|
|
- for (size_t i = 0; i < instanceGeometryCount; ++i)
|
|
|
- {
|
|
|
- // Get the geometry object
|
|
|
- const domInstance_geometryRef geometryInstanceRef = instanceGeometries.get(i);
|
|
|
- xsAnyURI geometryURI = geometryInstanceRef->getUrl();
|
|
|
- domGeometry* geometry = daeSafeCast<domGeometry>(geometryURI.getElement());
|
|
|
-
|
|
|
- // Load the model from this geometry
|
|
|
- if (geometry)
|
|
|
- {
|
|
|
- Model* model = loadGeometry(geometry, geometryInstanceRef->getBind_material());
|
|
|
- if (model)
|
|
|
- {
|
|
|
- node->setModel(model);
|
|
|
- }
|
|
|
- }
|
|
|
- else
|
|
|
- {
|
|
|
- LOG(1, "Failed to resolve geometry url: %s\n", geometryURI.getURI());
|
|
|
- }
|
|
|
- }
|
|
|
-}
|
|
|
-
|
|
|
-void DAESceneEncoder::loadControllerInstance(const domNode* n, Node* node)
|
|
|
-{
|
|
|
- // Does this node have any controller instances?
|
|
|
- const domInstance_controller_Array& instanceControllers = n->getInstance_controller_array();
|
|
|
- size_t instanceControllerCount = instanceControllers.getCount();
|
|
|
- for (size_t i = 0; i < instanceControllerCount; ++i)
|
|
|
- {
|
|
|
- const domInstance_controllerRef instanceControllerRef = instanceControllers.get(i);
|
|
|
- xsAnyURI controllerURI = instanceControllerRef->getUrl();
|
|
|
- domController* controllerRef = daeSafeCast<domController>(controllerURI.getElement());
|
|
|
-
|
|
|
- if (controllerRef)
|
|
|
- {
|
|
|
- const domSkin* skinElement = controllerRef->getSkin();
|
|
|
- if (skinElement)
|
|
|
- {
|
|
|
- Model* model = loadSkin(skinElement);
|
|
|
- if (model)
|
|
|
- {
|
|
|
- domInstance_controller::domSkeleton_Array& skeletons = instanceControllerRef->getSkeleton_array();
|
|
|
- if (skeletons.getCount() == 0)
|
|
|
- {
|
|
|
- domNode* rootJoint = getRootJointNode(skinElement);
|
|
|
- if (rootJoint)
|
|
|
- {
|
|
|
- loadSkeleton(rootJoint, model->getSkin());
|
|
|
- node->setModel(model);
|
|
|
- }
|
|
|
- }
|
|
|
- else
|
|
|
- {
|
|
|
- // Load the skeleton for this skin
|
|
|
- domInstance_controller::domSkeletonRef skeleton = getSkeleton(instanceControllerRef);
|
|
|
- assert(skeleton);
|
|
|
- loadSkeleton(skeleton, model->getSkin());
|
|
|
- node->setModel(model);
|
|
|
- }
|
|
|
- }
|
|
|
- }
|
|
|
- }
|
|
|
- else
|
|
|
- {
|
|
|
- // warning
|
|
|
- }
|
|
|
- _jointLookupTable.clear();
|
|
|
- _jointInverseBindPoseMatrices.clear();
|
|
|
- }
|
|
|
-}
|
|
|
-
|
|
|
-Camera* DAESceneEncoder::loadCamera(const domCamera* cameraRef)
|
|
|
-{
|
|
|
- Camera* camera = new Camera();
|
|
|
- camera->setId(cameraRef->getId());
|
|
|
-
|
|
|
- // Optics
|
|
|
- const domCamera::domOpticsRef opticsRef = cameraRef->getOptics();
|
|
|
- if (opticsRef.cast())
|
|
|
- {
|
|
|
- const domCamera::domOptics::domTechnique_commonRef techRef = opticsRef->getTechnique_common();
|
|
|
-
|
|
|
- // Orthographics
|
|
|
- const domCamera::domOptics::domTechnique_common::domOrthographicRef orthographicRef = techRef->getOrthographic();
|
|
|
- if (orthographicRef.cast())
|
|
|
- {
|
|
|
- camera->setOrthographic();
|
|
|
- camera->setAspectRatio((float)orthographicRef->getAspect_ratio()->getValue());
|
|
|
- camera->setNearPlane((float)orthographicRef->getZnear()->getValue());
|
|
|
- camera->setFarPlane((float)orthographicRef->getZfar()->getValue());
|
|
|
-
|
|
|
- const domTargetableFloatRef xmag = orthographicRef->getXmag();
|
|
|
- const domTargetableFloatRef ymag = orthographicRef->getYmag();
|
|
|
- // Viewport width
|
|
|
- if (xmag.cast())
|
|
|
- {
|
|
|
- camera->setViewportWidth((float)xmag->getValue());
|
|
|
- }
|
|
|
- // Viewport height
|
|
|
- if (ymag.cast())
|
|
|
- {
|
|
|
- camera->setViewportHeight((float)ymag->getValue());
|
|
|
- }
|
|
|
- // TODO: Viewport x and y?
|
|
|
- }
|
|
|
-
|
|
|
- // Perspective
|
|
|
- const domCamera::domOptics::domTechnique_common::domPerspectiveRef perspectiveRef = techRef->getPerspective();
|
|
|
- if (perspectiveRef.cast())
|
|
|
- {
|
|
|
- camera->setPerspective();
|
|
|
- camera->setNearPlane((float)perspectiveRef->getZnear()->getValue());
|
|
|
- camera->setFarPlane((float)perspectiveRef->getZfar()->getValue());
|
|
|
-
|
|
|
- float aspectRatio = -1.0f;
|
|
|
- if (perspectiveRef->getAspect_ratio().cast())
|
|
|
- {
|
|
|
- aspectRatio = (float)perspectiveRef->getAspect_ratio()->getValue();
|
|
|
- camera->setAspectRatio(aspectRatio);
|
|
|
- }
|
|
|
- if (perspectiveRef->getYfov().cast())
|
|
|
- {
|
|
|
- camera->setFieldOfView((float)perspectiveRef->getYfov()->getValue());
|
|
|
- }
|
|
|
- else if (perspectiveRef->getXfov().cast() && aspectRatio > 0.0f)
|
|
|
- {
|
|
|
- // The gameplaybinary stores the yfov but collada might have specified
|
|
|
- // an xfov and an aspect ratio. So use those to calculate the yfov.
|
|
|
- float xfov = (float)perspectiveRef->getXfov()->getValue();
|
|
|
- float yfov = xfov / aspectRatio;
|
|
|
- camera->setFieldOfView(yfov);
|
|
|
- }
|
|
|
- }
|
|
|
- }
|
|
|
- _gamePlayFile.addCamera(camera);
|
|
|
- return camera;
|
|
|
-}
|
|
|
-
|
|
|
-Light* DAESceneEncoder::loadLight(const domLight* lightRef)
|
|
|
-{
|
|
|
- Light* light = new Light();
|
|
|
- light->setId(lightRef->getId());
|
|
|
-
|
|
|
- const domLight::domTechnique_commonRef techRef = lightRef->getTechnique_common();
|
|
|
-
|
|
|
- // Ambient light
|
|
|
- {
|
|
|
- const domLight::domTechnique_common::domAmbientRef ambientRef = techRef->getAmbient();
|
|
|
- if (ambientRef.cast())
|
|
|
- {
|
|
|
- light->setAmbientLight();
|
|
|
- // color
|
|
|
- const domTargetableFloat3Ref float3Ref = ambientRef->getColor();
|
|
|
- const domFloat3& color3 = float3Ref->getValue();
|
|
|
- light->setColor((float)color3.get(0), (float)color3.get(1), (float)color3.get(2));
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- // Directional light
|
|
|
- {
|
|
|
- const domLight::domTechnique_common::domDirectionalRef direcitonalRef = techRef->getDirectional();
|
|
|
- if (direcitonalRef.cast())
|
|
|
- {
|
|
|
- light->setDirectionalLight();
|
|
|
- // color
|
|
|
- const domTargetableFloat3Ref float3Ref = direcitonalRef->getColor();
|
|
|
- const domFloat3& color3 = float3Ref->getValue();
|
|
|
- light->setColor((float)color3.get(0), (float)color3.get(1), (float)color3.get(2));
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- // Spot light
|
|
|
- {
|
|
|
- const domLight::domTechnique_common::domSpotRef spotRef = techRef->getSpot();
|
|
|
- if (spotRef.cast())
|
|
|
- {
|
|
|
- light->setSpotLight();
|
|
|
- // color
|
|
|
- const domTargetableFloat3Ref float3Ref = spotRef->getColor();
|
|
|
- const domFloat3& color3 = float3Ref->getValue();
|
|
|
- light->setColor((float)color3.get(0), (float)color3.get(1), (float)color3.get(2));
|
|
|
-
|
|
|
- const domTargetableFloatRef& constAtt = spotRef->getConstant_attenuation();
|
|
|
- if (constAtt.cast())
|
|
|
- {
|
|
|
- light->setConstantAttenuation((float)constAtt->getValue());
|
|
|
- }
|
|
|
-
|
|
|
- const domTargetableFloatRef& linearAtt = spotRef->getLinear_attenuation();
|
|
|
- if (linearAtt.cast())
|
|
|
- {
|
|
|
- light->setLinearAttenuation((float)linearAtt->getValue());
|
|
|
- }
|
|
|
-
|
|
|
- const domTargetableFloatRef& quadAtt = spotRef->getQuadratic_attenuation();
|
|
|
- if (quadAtt.cast())
|
|
|
- {
|
|
|
- light->setQuadraticAttenuation((float)quadAtt->getValue());
|
|
|
- }
|
|
|
-
|
|
|
- const domTargetableFloatRef& falloffAngle = spotRef->getFalloff_angle();
|
|
|
- if (falloffAngle.cast())
|
|
|
- {
|
|
|
- light->setFalloffAngle((float)falloffAngle->getValue());
|
|
|
- }
|
|
|
-
|
|
|
- const domTargetableFloatRef& falloffExp = spotRef->getFalloff_exponent();
|
|
|
- if (falloffExp.cast())
|
|
|
- {
|
|
|
- light->setFalloffExponent((float)falloffExp->getValue());
|
|
|
- }
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- // Point light
|
|
|
- {
|
|
|
- const domLight::domTechnique_common::domPointRef pointRef = techRef->getPoint();
|
|
|
- if (pointRef.cast())
|
|
|
- {
|
|
|
- light->setPointLight();
|
|
|
- // color
|
|
|
- const domTargetableFloat3Ref float3Ref = pointRef->getColor();
|
|
|
- const domFloat3& color3 = float3Ref->getValue();
|
|
|
- light->setColor((float)color3.get(0), (float)color3.get(1), (float)color3.get(2));
|
|
|
-
|
|
|
- const domTargetableFloatRef& constAtt = pointRef->getConstant_attenuation();
|
|
|
- if (constAtt.cast())
|
|
|
- {
|
|
|
- light->setConstantAttenuation((float)constAtt->getValue());
|
|
|
- }
|
|
|
-
|
|
|
- const domTargetableFloatRef& linearAtt = pointRef->getLinear_attenuation();
|
|
|
- if (linearAtt.cast())
|
|
|
- {
|
|
|
- light->setLinearAttenuation((float)linearAtt->getValue());
|
|
|
- }
|
|
|
-
|
|
|
- const domTargetableFloatRef& quadAtt = pointRef->getQuadratic_attenuation();
|
|
|
- if (quadAtt.cast())
|
|
|
- {
|
|
|
- light->setQuadraticAttenuation((float)quadAtt->getValue());
|
|
|
- }
|
|
|
-
|
|
|
- // When Maya exports DAE_FBX, the ambient lights are converted into point lights but with not attenuation elements.
|
|
|
- // If this point light has no attenuation then assume it is ambient.
|
|
|
- if (!(constAtt.cast() && linearAtt.cast() && quadAtt.cast()))
|
|
|
- {
|
|
|
- light->setAmbientLight();
|
|
|
- }
|
|
|
- }
|
|
|
- }
|
|
|
- _gamePlayFile.addLight(light);
|
|
|
- return light;
|
|
|
-}
|
|
|
-
|
|
|
-
|
|
|
-void DAESceneEncoder::loadSkeleton(domInstance_controller::domSkeleton* skeletonElement, MeshSkin* skin)
|
|
|
-{
|
|
|
- xsAnyURI skeletonUri = skeletonElement->getValue();
|
|
|
- daeString skeletonId = skeletonUri.getID();
|
|
|
- daeSIDResolver resolver(skeletonUri.getElement(), skeletonId);
|
|
|
- domNode* rootNode = daeSafeCast<domNode>(resolver.getElement());
|
|
|
- loadSkeleton(rootNode, skin);
|
|
|
-}
|
|
|
-
|
|
|
-void DAESceneEncoder::loadSkeleton(domNode* rootNode, MeshSkin* skin)
|
|
|
-{
|
|
|
- // Get the lookup scene id (sid) and joint index.
|
|
|
- std::string id = std::string(rootNode->getId());
|
|
|
-
|
|
|
- // Has the skeleton (root joint) been loaded yet?
|
|
|
- Node* skeleton = (Node*)_gamePlayFile.getFromRefTable(id);
|
|
|
-
|
|
|
- // The skeleton node is not loaded yet, so let's load it now
|
|
|
- if (skeleton == NULL)
|
|
|
- {
|
|
|
- // Find the top most parent of rootNode that has not yet been loaded
|
|
|
- domNode* topLevelParent = rootNode;
|
|
|
- while (
|
|
|
- topLevelParent->getParent() &&
|
|
|
- topLevelParent->getParent()->typeID() == domNode::ID() &&
|
|
|
- _gamePlayFile.getFromRefTable(topLevelParent->getParent()->getID()) == NULL)
|
|
|
- {
|
|
|
- topLevelParent = (domNode*)topLevelParent->getParent();
|
|
|
- }
|
|
|
-
|
|
|
- // Is the parent of this node loaded yet?
|
|
|
- Node* parentNode = NULL;
|
|
|
- if (topLevelParent->getParent() &&
|
|
|
- topLevelParent->getParent()->typeID() == domNode::ID() &&
|
|
|
- _gamePlayFile.getFromRefTable(topLevelParent->getParent()->getID()) != NULL)
|
|
|
- {
|
|
|
- parentNode = (Node*)_gamePlayFile.getFromRefTable(topLevelParent->getParent()->getID());
|
|
|
- }
|
|
|
-
|
|
|
- // Finally, load the node hierarchy that includes the skeleton
|
|
|
- skeleton = loadNode(topLevelParent, parentNode);
|
|
|
- }
|
|
|
-
|
|
|
- if (skeleton == NULL)
|
|
|
- {
|
|
|
- // This shouldn't really happen..
|
|
|
- skeleton = new Node();
|
|
|
- skeleton->setId(id);
|
|
|
- _gamePlayFile.addNode(skeleton);
|
|
|
- }
|
|
|
-
|
|
|
- // Resolve and set joints array for skin
|
|
|
- std::vector<Node*> _joints;
|
|
|
- const std::vector<std::string>& jointNames = skin->getJointNames();
|
|
|
- for (std::vector<std::string>::const_iterator i = jointNames.begin(); i != jointNames.end(); ++i)
|
|
|
- {
|
|
|
- Object* obj = _gamePlayFile.getFromRefTable(*i);
|
|
|
- if (obj && obj->getTypeId() == Object::NODE_ID)
|
|
|
- {
|
|
|
- Node* node = static_cast<Node*>(obj);
|
|
|
- _joints.push_back(node);
|
|
|
- }
|
|
|
- }
|
|
|
- skin->setJoints(_joints);
|
|
|
-}
|
|
|
-
|
|
|
-Model* DAESceneEncoder::loadSkin(const domSkin* skinElement)
|
|
|
-{
|
|
|
- ///////////////////////////// SKIN
|
|
|
- Model* model = new Model();
|
|
|
- MeshSkin* skin = new MeshSkin();
|
|
|
-
|
|
|
- // Bind Shape Matrix
|
|
|
- const domSkin::domBind_shape_matrix* bindShapeMatrix = skinElement->getBind_shape_matrix();
|
|
|
- if (bindShapeMatrix)
|
|
|
- {
|
|
|
- const domFloat4x4& m = bindShapeMatrix->getValue();
|
|
|
- float transform[] = {(float)m.get(0), (float)m.get(4), (float)m.get(8), (float)m.get(12),
|
|
|
- (float)m.get(1), (float)m.get(5), (float)m.get(9), (float)m.get(13),
|
|
|
- (float)m.get(2), (float)m.get(6), (float)m.get(10), (float)m.get(14),
|
|
|
- (float)m.get(3), (float)m.get(7), (float)m.get(11), (float)m.get(15)};
|
|
|
- skin->setBindShape(transform);
|
|
|
- }
|
|
|
-
|
|
|
- // Read and set our joints
|
|
|
- domSkin::domJointsRef _joints = skinElement->getJoints();
|
|
|
- domInputLocal_Array& jointInputs = _joints->getInput_array();
|
|
|
-
|
|
|
- // Process "JOINT" input semantic first (we need to do this to set the joint count)
|
|
|
- unsigned int jointCount = 0;
|
|
|
- for (unsigned int i = 0; i < jointInputs.getCount(); ++i)
|
|
|
- {
|
|
|
- domInputLocalRef input = jointInputs.get(i);
|
|
|
- std::string inputSemantic = std::string(input->getSemantic());
|
|
|
- domURIFragmentType* sourceURI = &input->getSource();
|
|
|
- sourceURI->resolveElement();
|
|
|
- const domSourceRef source = (domSource*)(daeElement*)sourceURI->getElement();
|
|
|
-
|
|
|
- if (equals(inputSemantic, "JOINT"))
|
|
|
- {
|
|
|
- // Get the joint Ids's
|
|
|
- std::vector<std::string> list;
|
|
|
- getJointNames(source, list);
|
|
|
-
|
|
|
- // Go through the joint list and convert them from sid to id because the sid information is
|
|
|
- // lost when converting to the gameplay binary format.
|
|
|
- for (std::vector<std::string>::iterator i = list.begin(); i != list.end(); ++i)
|
|
|
- {
|
|
|
- daeSIDResolver resolver(source->getDocument()->getDomRoot(), i->c_str());
|
|
|
- daeElement* element = resolver.getElement();
|
|
|
- if (element && element->typeID() == domNode::ID())
|
|
|
- {
|
|
|
- domNodeRef node = daeSafeCast<domNode>(element);
|
|
|
- const char* nodeId = node->getId();
|
|
|
- if (nodeId && !equals(*i, nodeId))
|
|
|
- {
|
|
|
- *i = nodeId;
|
|
|
- }
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- // Get the joint count and set the capacities for both the
|
|
|
- jointCount = list.size();
|
|
|
- _jointInverseBindPoseMatrices.reserve(jointCount);
|
|
|
- unsigned int j = 0;
|
|
|
- for (std::vector<std::string>::const_iterator i = list.begin(); i != list.end(); ++i)
|
|
|
- {
|
|
|
- _jointLookupTable[*i] = j++;
|
|
|
- }
|
|
|
- skin->setJointNames(list);
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- // Make sure we have some joints
|
|
|
- if (jointCount == 0)
|
|
|
- {
|
|
|
- LOG(1, "Warning: No joints found for skin: %s\n", skinElement->getID());
|
|
|
- return NULL;
|
|
|
- }
|
|
|
-
|
|
|
- // Process "INV_BIND_MATRIX" next
|
|
|
- for (unsigned int i = 0; i < jointInputs.getCount(); ++i)
|
|
|
- {
|
|
|
- domInputLocalRef input = jointInputs.get(i);
|
|
|
- std::string inputSemantic = std::string(input->getSemantic());
|
|
|
- domURIFragmentType* sourceURI = &input->getSource();
|
|
|
- sourceURI->resolveElement();
|
|
|
- domSource* source = (domSource*)(daeElement*)sourceURI->getElement();
|
|
|
-
|
|
|
- if (equals(inputSemantic, "INV_BIND_MATRIX"))
|
|
|
- {
|
|
|
- domListOfFloats& matrixFloats = source->getFloat_array()->getValue();
|
|
|
- //unsigned int matrixFloatsCount = (unsigned int)source->getFloat_array()->getCount();
|
|
|
- unsigned int jointIndex = 0;
|
|
|
-
|
|
|
- for (unsigned int j = 0; j < jointCount; ++j)
|
|
|
- {
|
|
|
- Matrix matrix((float)matrixFloats.get(jointIndex + 0), (float)matrixFloats.get(jointIndex + 4), (float)matrixFloats.get(jointIndex + 8), (float)matrixFloats.get(jointIndex + 12),
|
|
|
- (float)matrixFloats.get(jointIndex + 1), (float)matrixFloats.get(jointIndex + 5), (float)matrixFloats.get(jointIndex + 9), (float)matrixFloats.get(jointIndex + 13),
|
|
|
- (float)matrixFloats.get(jointIndex + 2), (float)matrixFloats.get(jointIndex + 6), (float)matrixFloats.get(jointIndex + 10), (float)matrixFloats.get(jointIndex + 14),
|
|
|
- (float)matrixFloats.get(jointIndex + 3), (float)matrixFloats.get(jointIndex + 7), (float)matrixFloats.get(jointIndex + 11), (float)matrixFloats.get(jointIndex + 15));
|
|
|
-
|
|
|
- _jointInverseBindPoseMatrices.push_back(matrix);
|
|
|
- jointIndex += 16;
|
|
|
- }
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- skin->setBindPoses(_jointInverseBindPoseMatrices);
|
|
|
-
|
|
|
- // Get the vertex weights inputs
|
|
|
- domSkin::domVertex_weights* vertexWeights = skinElement->getVertex_weights();
|
|
|
- domInputLocalOffset_Array& vertexWeightsInputs = vertexWeights->getInput_array();
|
|
|
- unsigned int vertexWeightsCount = (unsigned int)vertexWeights->getCount();
|
|
|
- domListOfFloats jointWeights;
|
|
|
-
|
|
|
- for (unsigned int i = 0; i < jointInputs.getCount(); ++i)
|
|
|
- {
|
|
|
- domInputLocalOffsetRef input = vertexWeightsInputs.get(i);
|
|
|
- std::string inputSemantic = std::string(input->getSemantic());
|
|
|
- domURIFragmentType* sourceURI = &input->getSource();
|
|
|
- sourceURI->resolveElement();
|
|
|
- domSource* source = (domSource*)(daeElement*)sourceURI->getElement();
|
|
|
-
|
|
|
- if (equals(inputSemantic, "WEIGHT"))
|
|
|
- {
|
|
|
- domFloat_array* weights = source->getFloat_array();
|
|
|
- if (weights)
|
|
|
- {
|
|
|
- jointWeights = weights->getValue();
|
|
|
- }
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- // Get the number of joint influences per vertex
|
|
|
- domSkin::domVertex_weights::domVcount* vCountElement = vertexWeights->getVcount();
|
|
|
- domListOfUInts skinVertexInfluenceCounts = vCountElement->getValue();
|
|
|
- // Get the joint/weight pair data.
|
|
|
- domSkin::domVertex_weights::domV* vElement = vertexWeights->getV();
|
|
|
- domListOfInts skinVertexJointWeightPairIndices = vElement->getValue();
|
|
|
-
|
|
|
- // Get the vertex influence count for any given vertex (up to max of 4)
|
|
|
- unsigned int maxVertexInfluencesCount = SCENE_SKIN_VERTEXINFLUENCES_MAX;
|
|
|
- skin->setVertexInfluenceCount(maxVertexInfluencesCount);
|
|
|
-
|
|
|
- // Get the vertex blend weights and joint indices and
|
|
|
- // allocate our vertex blend weights and blend indices arrays.
|
|
|
- // These will be used and cleaned up later in LoadMesh
|
|
|
- int skinVertexInfluenceCountTotal = skinVertexInfluenceCounts.getCount();
|
|
|
- int totalVertexInfluencesCount = vertexWeightsCount * maxVertexInfluencesCount;
|
|
|
- _vertexBlendWeights = new float[totalVertexInfluencesCount];
|
|
|
- _vertexBlendIndices = new unsigned int[totalVertexInfluencesCount];
|
|
|
-
|
|
|
- // Preset the default blend weights to 0.0f (no effect) and blend indices to 0 (uses the first which when multiplied
|
|
|
- // will have no effect anyhow.
|
|
|
- memset(_vertexBlendWeights, 0, totalVertexInfluencesCount * sizeof(float));
|
|
|
- memset(_vertexBlendIndices , 0, totalVertexInfluencesCount * sizeof(unsigned int));
|
|
|
-
|
|
|
- int vOffset = 0;
|
|
|
- int weightOffset = 0;
|
|
|
-
|
|
|
- // Go through all the skin vertex influence weights from the indexed data.
|
|
|
- for (int i = 0; i < skinVertexInfluenceCountTotal; ++i)
|
|
|
- {
|
|
|
- // Get the influence count and directly get the vertext blend weights and indices.
|
|
|
- unsigned int vertexInfluenceCount = (unsigned int)skinVertexInfluenceCounts.get(i);
|
|
|
- float vertexInfluencesTotalWeights = 0.0f;
|
|
|
- std::vector<SkinnedVertexWeightPair> vertexInfluences;
|
|
|
- //vertexInfluences.SetCapacity(vertexInfluenceCount);
|
|
|
-
|
|
|
- // Get the index/weight pairs and some the weight totals while at it.
|
|
|
- for (unsigned int j = 0; j < vertexInfluenceCount; ++j)
|
|
|
- {
|
|
|
- float weight = (float)jointWeights.get((unsigned int)skinVertexJointWeightPairIndices[vOffset + 1]);
|
|
|
- int index = (int)skinVertexJointWeightPairIndices[vOffset];
|
|
|
-
|
|
|
- // Set invalid index corresponding weights to zero
|
|
|
- if (index < 0 || index > (int)vertexWeightsCount)
|
|
|
- {
|
|
|
- weight = 0.0f;
|
|
|
- index = 0;
|
|
|
- }
|
|
|
-
|
|
|
- SkinnedVertexWeightPair pair(weight, index);
|
|
|
- vertexInfluences.push_back(pair);
|
|
|
- vertexInfluencesTotalWeights += weight;
|
|
|
-
|
|
|
- vOffset+=2;
|
|
|
- }
|
|
|
-
|
|
|
- // Get up the the maximum vertex weight influence count.
|
|
|
- for (unsigned int j = 0; j < maxVertexInfluencesCount; ++j)
|
|
|
- {
|
|
|
- if (j < vertexInfluenceCount)
|
|
|
- {
|
|
|
- SkinnedVertexWeightPair pair = vertexInfluences[j];
|
|
|
- _vertexBlendIndices[weightOffset] = pair.BlendIndex;
|
|
|
-
|
|
|
- if (vertexInfluencesTotalWeights > 0.0f)
|
|
|
- {
|
|
|
- _vertexBlendWeights[weightOffset] = pair.BlendWeight;
|
|
|
- }
|
|
|
- else
|
|
|
- {
|
|
|
- if (j == 0)
|
|
|
- {
|
|
|
- _vertexBlendWeights[weightOffset] = 1.0f;
|
|
|
- }
|
|
|
- else
|
|
|
- {
|
|
|
- _vertexBlendWeights[weightOffset] = 0.0f;
|
|
|
- }
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- weightOffset++;
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- model->setSkin(skin);
|
|
|
-
|
|
|
- ///////////////////////////////////////////////////////////
|
|
|
- // get geometry
|
|
|
- xsAnyURI geometryURI = skinElement->getSource();
|
|
|
- domGeometry* geometry = daeSafeCast<domGeometry>(geometryURI.getElement());
|
|
|
- if (geometry)
|
|
|
- {
|
|
|
- const domMesh* meshElement = geometry->getMesh();
|
|
|
- if (meshElement)
|
|
|
- {
|
|
|
- Mesh* mesh = loadMesh(meshElement, geometry->getId());
|
|
|
- if (mesh)
|
|
|
- {
|
|
|
- model->setMesh(mesh);
|
|
|
- }
|
|
|
- }
|
|
|
- }
|
|
|
- ///////////////////////////////////////////////////////////
|
|
|
-
|
|
|
- return model;
|
|
|
-}
|
|
|
-
|
|
|
-Model* DAESceneEncoder::loadGeometry(const domGeometry* geometry, const domBind_materialRef bindMaterial)
|
|
|
-{
|
|
|
- // Does this geometry have a valid mesh?
|
|
|
- // Get the mesh for the geometry (if it has one)
|
|
|
- const domMesh* meshElement = geometry->getMesh();
|
|
|
- if (meshElement == NULL)
|
|
|
- {
|
|
|
- LOG(1, "Warning: No mesh found for geometry: %s\n", geometry->getId());
|
|
|
- return NULL;
|
|
|
- }
|
|
|
-
|
|
|
- ///////////////////////////// GEOMETRY
|
|
|
-
|
|
|
- // Load the mesh for this model
|
|
|
- Mesh* mesh = loadMesh(meshElement, geometry->getId());
|
|
|
- if (mesh == NULL)
|
|
|
- {
|
|
|
- return NULL;
|
|
|
- }
|
|
|
-
|
|
|
- // Mesh instance
|
|
|
- Model* model = new Model();
|
|
|
- model->setMesh(mesh);
|
|
|
- return model;
|
|
|
-}
|
|
|
-
|
|
|
-Mesh* DAESceneEncoder::loadMesh(const domMesh* meshElement, const std::string& geometryId)
|
|
|
-{
|
|
|
- const domTriangles_Array& trianglesArray = meshElement->getTriangles_array();
|
|
|
- unsigned int trianglesArrayCount = (unsigned int)trianglesArray.getCount();
|
|
|
-
|
|
|
- // Ensure the data is exported as triangles.
|
|
|
- if (trianglesArrayCount == 0)
|
|
|
- {
|
|
|
- LOG(1, "Warning: Geometry mesh has no triangles: %s\n", geometryId.c_str());
|
|
|
- return NULL;
|
|
|
- }
|
|
|
-
|
|
|
- // Check if this mesh already exists
|
|
|
- Mesh* mesh = _gamePlayFile.getMesh(geometryId.c_str());
|
|
|
- if (mesh)
|
|
|
- {
|
|
|
- return mesh;
|
|
|
- }
|
|
|
- mesh = new Mesh();
|
|
|
- mesh->setId(geometryId.c_str());
|
|
|
-
|
|
|
- std::vector<DAEPolygonInput*> polygonInputs;
|
|
|
-
|
|
|
- // Quickly just go through each triangles array and make sure they have the same number of inputs
|
|
|
- // with the same layout.
|
|
|
- // const domSource_Array& sourceArray = meshElement->getSource_array();
|
|
|
- const domInputLocal_Array& vertexArray = meshElement->getVertices()->getInput_array();
|
|
|
-
|
|
|
- unsigned int inputCount = (unsigned int)-1;
|
|
|
-
|
|
|
- // Loop through our set of triangle lists (each list of triangles corresponds to a single MeshPart)
|
|
|
- for (unsigned int i = 0; i < trianglesArrayCount; ++i)
|
|
|
- {
|
|
|
- const domTrianglesRef& triangles = trianglesArray.get(i);
|
|
|
- const domInputLocalOffset_Array& inputArray = triangles->getInput_array();
|
|
|
-
|
|
|
- // If not set then determine the number of input for all the triangles.
|
|
|
- if (inputCount == -1)
|
|
|
- {
|
|
|
- inputCount = (unsigned int)inputArray.getCount();
|
|
|
-
|
|
|
- int texCoordCount = 0;
|
|
|
- for (unsigned int j = 0; j < inputCount; ++j)
|
|
|
- {
|
|
|
- const domInputLocalOffsetRef& input = inputArray.get(j);
|
|
|
- std::string inputSemantic = input->getSemantic();
|
|
|
-
|
|
|
- // If its a vertex first do an extra lookup for the inclusive inputs
|
|
|
- if (equals(inputSemantic, "VERTEX"))
|
|
|
- {
|
|
|
- unsigned int vertexArrayCount = (unsigned int)vertexArray.getCount();
|
|
|
- for (unsigned int k = 0; k < vertexArrayCount; ++k)
|
|
|
- {
|
|
|
- const domInputLocalRef& vertexInput = vertexArray.get(k);
|
|
|
-
|
|
|
- std::string semantic = std::string(vertexInput->getSemantic());
|
|
|
- int type = getVertexUsageType(semantic);
|
|
|
- if (type == -1)
|
|
|
- {
|
|
|
- LOG(1, "Warning: Vertex semantic (%s) is invalid/unsupported for geometry mesh: %s\n", semantic.c_str(), geometryId.c_str());
|
|
|
- }
|
|
|
-
|
|
|
- DAEPolygonInput* polygonInput = new DAEPolygonInput();
|
|
|
- domURIFragmentType& sourceURI = vertexInput->getSource();
|
|
|
- sourceURI.resolveElement();
|
|
|
- domSource* source = (domSource*)(daeElement*)sourceURI.getElement();
|
|
|
- polygonInput->offset = 0;
|
|
|
- polygonInput->sourceValues = source->getFloat_array()->getValue();
|
|
|
- polygonInput->type = type;
|
|
|
- polygonInputs.push_back(polygonInput);
|
|
|
- }
|
|
|
- }
|
|
|
- else
|
|
|
- {
|
|
|
- std::string semantic = input->getSemantic();
|
|
|
- int type = getVertexUsageType(semantic);
|
|
|
- if (type == -1)
|
|
|
- {
|
|
|
- LOG(1, "Warning: Semantic (%s) is invalid/unsupported for geometry mesh: %s\n", semantic.c_str(), geometryId.c_str());
|
|
|
- break;
|
|
|
- }
|
|
|
- if (type == TEXCOORD0)
|
|
|
- {
|
|
|
- // Some meshes have multiple texture coordinates
|
|
|
- assert(texCoordCount <= 7);
|
|
|
- type += texCoordCount;
|
|
|
- ++texCoordCount;
|
|
|
- }
|
|
|
-
|
|
|
- DAEPolygonInput* polygonInput = new DAEPolygonInput();
|
|
|
- domURIFragmentType& sourceURI = input->getSource();
|
|
|
- sourceURI.resolveElement();
|
|
|
- domSource* source = (domSource*)(daeElement*)sourceURI.getElement();
|
|
|
- polygonInput->offset = (unsigned int)input->getOffset();
|
|
|
- polygonInput->sourceValues = source->getFloat_array()->getValue();
|
|
|
- polygonInput->type = type;
|
|
|
-
|
|
|
- // Get the accessor info
|
|
|
- const domSource::domTechnique_commonRef& technique = source->getTechnique_common();
|
|
|
- if (technique.cast())
|
|
|
- {
|
|
|
- const domAccessorRef& accessor = technique->getAccessor();
|
|
|
- polygonInput->accessor = accessor;
|
|
|
- }
|
|
|
-
|
|
|
- polygonInputs.push_back(polygonInput);
|
|
|
- }
|
|
|
- }
|
|
|
- }
|
|
|
- else
|
|
|
- {
|
|
|
- // If there is a triangle array with a different number of inputs, this is not supported.
|
|
|
- if (inputCount != (unsigned int)inputArray.getCount())
|
|
|
- {
|
|
|
- for (size_t j = 0; j < polygonInputs.size(); ++j)
|
|
|
- {
|
|
|
- delete polygonInputs[j];
|
|
|
- }
|
|
|
- LOG(1, "Warning: Triangles do not all have the same number of input sources for geometry mesh: %s\n", geometryId.c_str());
|
|
|
- return NULL;
|
|
|
- }
|
|
|
- else
|
|
|
- {
|
|
|
- // TODO: Check if they are in the same order...
|
|
|
- }
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- // Now we have validated that all input in all triangles are the same and in the same input layout.
|
|
|
- // Lets start to read them and build our subsets.
|
|
|
- for (unsigned int i = 0; i < trianglesArrayCount; ++i)
|
|
|
- {
|
|
|
- // Subset to be built.
|
|
|
- MeshPart* subset = new MeshPart();
|
|
|
-
|
|
|
- // All of the information about the triangles and the sources to access the data from.
|
|
|
- domTriangles* triangles = daeSafeCast<domTriangles>(trianglesArray.get(i));
|
|
|
-
|
|
|
- // Parse the material for this subset
|
|
|
- //string materialName = triangles->getMaterial() == NULL ? _T("") : triangles->getMaterial();
|
|
|
- //if (materialName.size() > 0)
|
|
|
- /// subset->material = ParseMaterial(bindMaterial, materialName);
|
|
|
-
|
|
|
- //const domInputLocalOffset_Array& inputArray = triangles->getInput_array();
|
|
|
- const domListOfUInts& polyInts = triangles->getP()->getValue();
|
|
|
- unsigned int polyIntsCount = (unsigned int)polyInts.getCount();
|
|
|
- unsigned int poly = 0;
|
|
|
- unsigned int inputSourceCount = (unsigned int)polygonInputs.size();
|
|
|
- unsigned int maxOffset = 0;
|
|
|
-
|
|
|
- // Go through the polygon indices for each input source retrieve the values
|
|
|
- // and iterate by its offset.
|
|
|
-
|
|
|
- Vertex vertex;
|
|
|
- for (unsigned int k = 0; k < inputSourceCount && poly < polyIntsCount;)
|
|
|
- {
|
|
|
- const domListOfFloats& source = polygonInputs[k]->sourceValues;
|
|
|
- unsigned int offset = polygonInputs[k]->offset;
|
|
|
- if (offset > maxOffset)
|
|
|
- {
|
|
|
- maxOffset = offset;
|
|
|
- }
|
|
|
- int polyIndexInt = (int) polyInts.get(poly + offset);
|
|
|
- unsigned int polyIndex = (unsigned int) polyInts.get(poly + offset);
|
|
|
-
|
|
|
- switch (polygonInputs[k]->type)
|
|
|
- {
|
|
|
- case POSITION:
|
|
|
- vertex = Vertex(); // TODO
|
|
|
- if (_vertexBlendWeights && _vertexBlendIndices)
|
|
|
- {
|
|
|
- vertex.hasWeights = true;
|
|
|
-
|
|
|
- vertex.blendWeights.x = _vertexBlendWeights[polyIndex * 4];
|
|
|
- vertex.blendWeights.y = _vertexBlendWeights[polyIndex * 4 + 1];
|
|
|
- vertex.blendWeights.z = _vertexBlendWeights[polyIndex * 4 + 2];
|
|
|
- vertex.blendWeights.w = _vertexBlendWeights[polyIndex * 4 + 3];
|
|
|
-
|
|
|
- vertex.blendIndices.x = (float)_vertexBlendIndices[polyIndex * 4];
|
|
|
- vertex.blendIndices.y = (float)_vertexBlendIndices[polyIndex * 4 + 1];
|
|
|
- vertex.blendIndices.z = (float)_vertexBlendIndices[polyIndex * 4 + 2];
|
|
|
- vertex.blendIndices.w = (float)_vertexBlendIndices[polyIndex * 4 + 3];
|
|
|
- }
|
|
|
-
|
|
|
- vertex.position.x = (float)source.get(polyIndex * 3);
|
|
|
- vertex.position.y = (float)source.get(polyIndex * 3 + 1);
|
|
|
- vertex.position.z = (float)source.get(polyIndex * 3 + 2);
|
|
|
- break;
|
|
|
-
|
|
|
- case NORMAL:
|
|
|
- vertex.hasNormal = true;
|
|
|
- vertex.normal.x = (float)source.get(polyIndex * 3);
|
|
|
- vertex.normal.y = (float)source.get(polyIndex * 3 + 1);
|
|
|
- vertex.normal.z = (float)source.get(polyIndex * 3 + 2);
|
|
|
- break;
|
|
|
-
|
|
|
- // TODO: We must examine the Collada input accessor and read the stride/count to verify this - not ONLY for Color, but we should be doing this for ALL components (i.e. Position, Normal, etc).
|
|
|
- case COLOR:
|
|
|
- {
|
|
|
- domAccessor* accessor = polygonInputs[k]->accessor;
|
|
|
- if (accessor)
|
|
|
- {
|
|
|
- vertex.hasDiffuse = true;
|
|
|
- vertex.diffuse.w = 1.0f;
|
|
|
- unsigned int stride = (unsigned int)polygonInputs[k]->accessor->getStride();
|
|
|
- unsigned int index = polyIndex * stride;
|
|
|
-
|
|
|
- const domParam_Array& paramArray = accessor->getParam_array();
|
|
|
- const size_t paramArrayCount = paramArray.getCount();
|
|
|
-
|
|
|
- for (size_t i = 0; i < paramArrayCount; ++i)
|
|
|
- {
|
|
|
- const domParamRef& param = paramArray.get(i);
|
|
|
- const char* name = param->getName();
|
|
|
- if (name)
|
|
|
- {
|
|
|
- switch (name[0])
|
|
|
- {
|
|
|
- case 'r':
|
|
|
- case 'R':
|
|
|
- vertex.diffuse.x = (float)source.get(index + i); // red
|
|
|
- break;
|
|
|
- case 'g':
|
|
|
- case 'G':
|
|
|
- vertex.diffuse.y = (float)source.get(index + i); // green
|
|
|
- break;
|
|
|
- case 'b':
|
|
|
- case 'B':
|
|
|
- vertex.diffuse.z = (float)source.get(index+ i ); // blue
|
|
|
- break;
|
|
|
- case 'a':
|
|
|
- case 'A':
|
|
|
- vertex.diffuse.w = (float)source.get(index + i); // alpha
|
|
|
- break;
|
|
|
- default:
|
|
|
- break;
|
|
|
- }
|
|
|
- }
|
|
|
- }
|
|
|
- }
|
|
|
- break;
|
|
|
- }
|
|
|
-
|
|
|
- case TANGENT:
|
|
|
- vertex.hasTangent = true;
|
|
|
- vertex.tangent.x = (float)source.get(polyIndex * 3);
|
|
|
- vertex.tangent.y = (float)source.get(polyIndex * 3 + 1);
|
|
|
- vertex.tangent.z = (float)source.get(polyIndex * 3 + 2);
|
|
|
- break;
|
|
|
-
|
|
|
- case BINORMAL:
|
|
|
- vertex.hasBinormal = true;
|
|
|
- vertex.binormal.x = (float)source.get(polyIndex * 3);
|
|
|
- vertex.binormal.y = (float)source.get(polyIndex * 3 + 1);
|
|
|
- vertex.binormal.z = (float)source.get(polyIndex * 3 + 2);
|
|
|
- break;
|
|
|
-
|
|
|
- case TEXCOORD0:
|
|
|
- case TEXCOORD1:
|
|
|
- case TEXCOORD2:
|
|
|
- case TEXCOORD3:
|
|
|
- case TEXCOORD4:
|
|
|
- case TEXCOORD5:
|
|
|
- case TEXCOORD6:
|
|
|
- case TEXCOORD7:
|
|
|
- {
|
|
|
- unsigned int index = polygonInputs[k]->type - TEXCOORD0;
|
|
|
- //for (unsigned int i = 0; i < uvSetCount; ++i)
|
|
|
- //{
|
|
|
- vertex.hasTexCoord[index] = true;
|
|
|
- if (polygonInputs[k]->accessor)
|
|
|
- {
|
|
|
- // TODO: This assumes (s, t) are first
|
|
|
- unsigned int stride = (unsigned int)polygonInputs[k]->accessor->getStride();
|
|
|
- if (polyIndexInt < 0)
|
|
|
- {
|
|
|
- unsigned int i = (unsigned int)((int)polygonInputs[k]->accessor->getCount()) + polyIndexInt;
|
|
|
- vertex.texCoord[index].x = (float)source.get(i * stride);
|
|
|
- vertex.texCoord[index].y = (float)source.get(i * stride + 1);
|
|
|
- }
|
|
|
- else
|
|
|
- {
|
|
|
- vertex.texCoord[index].x = (float)source.get(polyIndex * stride);
|
|
|
- vertex.texCoord[index].y = (float)source.get(polyIndex * stride + 1);
|
|
|
- }
|
|
|
- }
|
|
|
- else
|
|
|
- {
|
|
|
- vertex.texCoord[index].x = (float)source.get(polyIndex * 2);
|
|
|
- vertex.texCoord[index].y = (float)source.get(polyIndex * 2 + 1);
|
|
|
- }
|
|
|
- //}
|
|
|
- }
|
|
|
- break;
|
|
|
-
|
|
|
- default:
|
|
|
- break;
|
|
|
- }
|
|
|
-
|
|
|
- // On the last input source attempt to add the vertex or index an existing one.
|
|
|
- if (k == (inputSourceCount - 1))
|
|
|
- {
|
|
|
- // Only add unique vertices, use a hashtable and compare the hash functions of the
|
|
|
- // vertices. If they exist simply lookup the index of the existing ones.
|
|
|
- // otherwise add and new one and index it.
|
|
|
- unsigned int index;
|
|
|
- if (mesh->contains(vertex))
|
|
|
- {
|
|
|
- index = mesh->getVertexIndex(vertex);
|
|
|
- }
|
|
|
- else
|
|
|
- {
|
|
|
- index = mesh->addVertex(vertex);
|
|
|
- }
|
|
|
- subset->addIndex(index);
|
|
|
-
|
|
|
- poly += (maxOffset+1);
|
|
|
- k = 0;
|
|
|
- }
|
|
|
- else
|
|
|
- {
|
|
|
- k++;
|
|
|
- }
|
|
|
- }
|
|
|
- // Add our new subset for the mesh.
|
|
|
- mesh->addMeshPart(subset);
|
|
|
- }
|
|
|
-
|
|
|
- // The order that the vertex elements are add to the list matters.
|
|
|
- // It should be the same order as how the Vertex data is written.
|
|
|
-
|
|
|
- // Position
|
|
|
- mesh->addVetexAttribute(POSITION, Vertex::POSITION_COUNT);
|
|
|
-
|
|
|
- // Normals
|
|
|
- if (mesh->vertices[0].hasNormal)
|
|
|
- {
|
|
|
- mesh->addVetexAttribute(NORMAL, Vertex::NORMAL_COUNT);
|
|
|
- }
|
|
|
- // Tangents
|
|
|
- if (mesh->vertices[0].hasTangent)
|
|
|
- {
|
|
|
- mesh->addVetexAttribute(TANGENT, Vertex::TANGENT_COUNT);
|
|
|
- }
|
|
|
- // Binormals
|
|
|
- if (mesh->vertices[0].hasBinormal)
|
|
|
- {
|
|
|
- mesh->addVetexAttribute(BINORMAL, Vertex::BINORMAL_COUNT);
|
|
|
- }
|
|
|
- // Texture Coordinates
|
|
|
- for (unsigned int i = 0; i < MAX_UV_SETS; ++i)
|
|
|
- {
|
|
|
- if (mesh->vertices[0].hasTexCoord[i])
|
|
|
- {
|
|
|
- mesh->addVetexAttribute(TEXCOORD0 + i, Vertex::TEXCOORD_COUNT);
|
|
|
- }
|
|
|
- }
|
|
|
- // Diffuse Color
|
|
|
- if (mesh->vertices[0].hasDiffuse)
|
|
|
- {
|
|
|
- mesh->addVetexAttribute(COLOR, Vertex::DIFFUSE_COUNT);
|
|
|
- }
|
|
|
- // Skinning BlendWeights BlendIndices
|
|
|
- if (mesh->vertices[0].hasWeights)
|
|
|
- {
|
|
|
- mesh->addVetexAttribute(BLENDWEIGHTS, Vertex::BLEND_WEIGHTS_COUNT);
|
|
|
- mesh->addVetexAttribute(BLENDINDICES, Vertex::BLEND_INDICES_COUNT);
|
|
|
- }
|
|
|
-
|
|
|
- _gamePlayFile.addMesh(mesh);
|
|
|
- return mesh;
|
|
|
-}
|
|
|
-
|
|
|
-int DAESceneEncoder::getVertexUsageType(const std::string& semantic)
|
|
|
-{
|
|
|
- if (semantic.length() > 0)
|
|
|
- {
|
|
|
- switch (semantic[0])
|
|
|
- {
|
|
|
- case 'P':
|
|
|
- if (equals(semantic, "POSITION"))
|
|
|
- {
|
|
|
- return POSITION;
|
|
|
- }
|
|
|
- case 'N':
|
|
|
- if (equals(semantic, "NORMAL"))
|
|
|
- {
|
|
|
- return NORMAL;
|
|
|
- }
|
|
|
- case 'C':
|
|
|
- if (equals(semantic, "COLOR"))
|
|
|
- {
|
|
|
- return COLOR;
|
|
|
- }
|
|
|
- case 'T':
|
|
|
- if (equals(semantic, "TANGENT"))
|
|
|
- {
|
|
|
- return TANGENT;
|
|
|
- }
|
|
|
- else if (equals(semantic, "TEXCOORD"))
|
|
|
- {
|
|
|
- return TEXCOORD0;
|
|
|
- }
|
|
|
- else if (equals(semantic, "TEXTANGENT"))
|
|
|
- {
|
|
|
- // Treat TEXTANGENT as TANGENT
|
|
|
- return TANGENT;
|
|
|
- }
|
|
|
- else if (equals(semantic, "TEXBINORMAL"))
|
|
|
- {
|
|
|
- // Treat TEXBINORMAL as BINORMAL
|
|
|
- return BINORMAL;
|
|
|
- }
|
|
|
- case 'B':
|
|
|
- if (equals(semantic, "BINORMAL"))
|
|
|
- {
|
|
|
- return BINORMAL;
|
|
|
- }
|
|
|
- default:
|
|
|
- return -1;
|
|
|
- }
|
|
|
- }
|
|
|
- return -1;
|
|
|
-}
|
|
|
-
|
|
|
-DAESceneEncoder::DAEPolygonInput::DAEPolygonInput(void) :
|
|
|
- offset(0),
|
|
|
- type(0),
|
|
|
- accessor(NULL)
|
|
|
-{
|
|
|
-}
|
|
|
-
|
|
|
-DAESceneEncoder::DAEPolygonInput::~DAEPolygonInput(void)
|
|
|
-{
|
|
|
-}
|
|
|
-
|
|
|
-}
|