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@@ -1,1248 +0,0 @@
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-// Copyright (C) 2009-2020, Panagiotis Christopoulos Charitos and contributors.
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-// All rights reserved.
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-// Code licensed under the BSD License.
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-// http://www.anki3d.org/LICENSE
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-
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-#include "Exporter.h"
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-#include <iostream>
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-
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-static const char* XML_HEADER = R"(<?xml version="1.0" encoding="UTF-8" ?>)";
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-
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-#if 0
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-static aiColor3D srgbToLinear(aiColor3D in)
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-{
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- const float p = 1.0f / 2.4f;
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- aiColor3D out;
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- out[0] = pow(in[0], p);
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- out[1] = pow(in[1], p);
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- out[2] = pow(in[2], p);
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- out[3] = in[3];
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- return out;
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-}
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-
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-/// Convert from sRGB to linear and preserve energy
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-static aiColor3D computeLightColor(aiColor3D in)
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-{
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- float energy = std::max(std::max(in[0], in[1]), in[2]);
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-
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- if(energy > 1.0)
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- {
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- in[0] /= energy;
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- in[1] /= energy;
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- in[2] /= energy;
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- }
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- else
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- {
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- energy = 1.0;
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- }
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-
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- in = srgbToLinear(in);
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-
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- in[0] *= energy;
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- in[1] *= energy;
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- in[2] *= energy;
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-
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- return in;
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-}
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-#endif
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-
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-static std::string getMeshName(const aiMesh& mesh)
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-{
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- return std::string(mesh.mName.C_Str());
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-}
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-
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-/// Walk the node hierarchy and find the node.
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-static const aiNode* findNodeWithName(const std::string& name, const aiNode* node, unsigned* depth = nullptr)
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-{
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- if(node == nullptr || node->mName.C_Str() == name)
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- {
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- return node;
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- }
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-
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- if(depth)
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- {
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- ++(*depth);
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- }
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-
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- const aiNode* out = nullptr;
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-
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- // Go to children
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- for(unsigned i = 0; i < node->mNumChildren; i++)
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- {
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- out = findNodeWithName(name, node->mChildren[i]);
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- if(out)
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- {
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- break;
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- }
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- }
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-
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- return out;
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-}
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-
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-static std::vector<std::string> tokenize(const std::string& source)
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-{
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- const char* delimiter = " ";
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- bool keepEmpty = false;
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- std::vector<std::string> results;
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-
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- size_t prev = 0;
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- size_t next = 0;
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-
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- while((next = source.find_first_of(delimiter, prev)) != std::string::npos)
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- {
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- if(keepEmpty || (next - prev != 0))
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- {
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- results.push_back(source.substr(prev, next - prev));
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- }
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-
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- prev = next + 1;
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- }
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-
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- if(prev < source.size())
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- {
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- results.push_back(source.substr(prev));
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- }
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-
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- return results;
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-}
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-
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-template<int N, typename Arr>
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-static void stringToFloatArray(const std::string& in, Arr& out)
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-{
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- std::vector<std::string> tokens = tokenize(in);
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- if(tokens.size() != N)
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- {
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- ERROR("Failed to parse %s", in.c_str());
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- }
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-
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- int count = 0;
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- for(const std::string& s : tokens)
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- {
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- out[count] = std::stof(s);
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- ++count;
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- }
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-}
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-
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-static void removeScale(aiMatrix4x4& m)
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-{
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- aiVector3D xAxis(m.a1, m.b1, m.c1);
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- aiVector3D yAxis(m.a2, m.b2, m.c2);
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- aiVector3D zAxis(m.a3, m.b3, m.c3);
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-
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- float scale = xAxis.Length();
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- m.a1 /= scale;
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- m.b1 /= scale;
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- m.c1 /= scale;
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-
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- scale = yAxis.Length();
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- m.a2 /= scale;
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- m.b2 /= scale;
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- m.c2 /= scale;
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-
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- scale = zAxis.Length();
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- m.a3 /= scale;
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- m.b3 /= scale;
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- m.c3 /= scale;
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-}
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-
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-static float getUniformScale(const aiMatrix4x4& m)
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-{
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- const float SCALE_THRESHOLD = 0.01f; // 1 cm
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-
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- aiVector3D xAxis(m.a1, m.b1, m.c1);
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- aiVector3D yAxis(m.a2, m.b2, m.c2);
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- aiVector3D zAxis(m.a3, m.b3, m.c3);
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-
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- float scale = xAxis.Length();
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- if(std::abs(scale - yAxis.Length()) > SCALE_THRESHOLD || std::abs(scale - zAxis.Length()) > SCALE_THRESHOLD)
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- {
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- ERROR("No uniform scale in the matrix");
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- }
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-
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- return scale;
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-}
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-
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-static aiVector3D getNonUniformScale(const aiMatrix4x4& m)
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-{
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- aiVector3D xAxis(m.a1, m.b1, m.c1);
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- aiVector3D yAxis(m.a2, m.b2, m.c2);
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- aiVector3D zAxis(m.a3, m.b3, m.c3);
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-
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- aiVector3D scale;
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- scale[0] = xAxis.Length();
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- scale[1] = yAxis.Length();
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- scale[2] = zAxis.Length();
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-
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- return scale;
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-}
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-
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-std::string Exporter::getMaterialName(const aiMaterial& mtl)
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-{
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- aiString ainame;
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- std::string name;
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- if(mtl.Get(AI_MATKEY_NAME, ainame) == AI_SUCCESS)
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- {
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- name = ainame.C_Str();
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- }
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- else
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- {
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- ERROR("Material's name is missing");
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- }
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-
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- return name;
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-}
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-
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-aiMatrix4x4 Exporter::toAnkiMatrix(const aiMatrix4x4& in) const
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-{
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- static const aiMatrix4x4 toLeftHanded(1, 0, 0, 0, 0, 0, 1, 0, 0, -1, 0, 0, 0, 0, 0, 1);
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-
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- static const aiMatrix4x4 toLeftHandedInv(1, 0, 0, 0, 0, 0, -1, 0, 0, 1, 0, 0, 0, 0, 0, 1);
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-
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- if(m_flipyz)
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- {
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- return toLeftHanded * in * toLeftHandedInv;
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- }
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- else
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- {
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- return in;
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- }
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-}
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-
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-aiMatrix3x3 Exporter::toAnkiMatrix(const aiMatrix3x3& in) const
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-{
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- static const aiMatrix3x3 toLeftHanded(1, 0, 0, 0, 0, 1, 0, -1, 0);
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-
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- static const aiMatrix3x3 toLeftHandedInv(1, 0, 0, 0, 0, -1, 0, 1, 0);
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-
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- if(m_flipyz)
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- {
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- return toLeftHanded * in;
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- }
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- else
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- {
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- return in;
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- }
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-}
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-
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-void Exporter::writeTransform(const aiMatrix4x4& inmat)
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-{
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- aiMatrix4x4 mat = inmat;
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- std::ofstream& file = m_sceneFile;
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-
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- float pos[3];
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- pos[0] = mat[0][3];
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- pos[1] = mat[1][3];
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- pos[2] = mat[2][3];
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-
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- file << "trf = Transform.new()\n";
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-
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- file << "trf:setOrigin(Vec4.new(" << pos[0] << ", " << pos[1] << ", " << pos[2] << ", 0))\n";
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-
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- float scale = getUniformScale(mat);
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- removeScale(mat);
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-
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- file << "rot = Mat3x4.new()\n";
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- file << "rot:setAll(";
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- for(unsigned j = 0; j < 3; j++)
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- {
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- for(unsigned i = 0; i < 4; i++)
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- {
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- if(i == 3)
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- {
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- file << "0";
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- }
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- else
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- {
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- file << mat[j][i];
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- }
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-
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- if(!(i == 3 && j == 2))
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- {
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- file << ", ";
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- }
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- }
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- }
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- file << ")\n";
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-
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- file << "trf:setRotation(rot)\n";
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- file << "trf:setScale(" << scale << ")\n";
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-}
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-
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-void Exporter::writeNodeTransform(const std::string& node, const aiMatrix4x4& mat)
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-{
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- std::ofstream& file = m_sceneFile;
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-
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- writeTransform(mat);
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-
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- file << node << ":getSceneNodeBase():getMoveComponent():setLocalTransform(trf)\n";
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-}
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-
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-const aiMesh& Exporter::getMeshAt(unsigned index) const
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-{
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- assert(index < m_scene->mNumMeshes);
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- return *m_scene->mMeshes[index];
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-}
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-
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-const aiMaterial& Exporter::getMaterialAt(unsigned index) const
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-{
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- assert(index < m_scene->mNumMaterials);
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- return *m_scene->mMaterials[index];
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-}
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-
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-std::string Exporter::getModelName(const Model& model) const
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-{
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- std::string name = getMeshName(getMeshAt(model.m_meshIndex));
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-
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- name += getMaterialName(getMaterialAt(model.m_materialIndex));
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-
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- return name;
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-}
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-
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-void Exporter::exportSkeleton(const aiMesh& mesh) const
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-{
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- assert(mesh.HasBones());
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- std::string name = mesh.mName.C_Str();
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- std::fstream file;
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- LOGI("Exporting skeleton %s", name.c_str());
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-
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- // Find the root bone
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- unsigned minDepth = 0xFFFFFFFF;
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- std::string rootBoneName;
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- for(uint32_t i = 0; i < mesh.mNumBones; i++)
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- {
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- const aiBone& bone = *mesh.mBones[i];
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- unsigned depth = 0;
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- const aiNode* node = findNodeWithName(bone.mName.C_Str(), m_scene->mRootNode, &depth);
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- if(!node)
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- {
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- ERROR("Bone \"%s\" was not found in the scene hierarchy", bone.mName.C_Str());
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- }
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-
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- if(depth < minDepth)
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- {
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- minDepth = depth;
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- rootBoneName = bone.mName.C_Str();
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- }
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- }
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- assert(!rootBoneName.empty());
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-
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- // Open file
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- file.open(m_outputDirectory + name + ".ankiskel", std::ios::out);
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-
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- file << XML_HEADER << "\n";
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- file << "<skeleton>\n";
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- file << "\t<bones>\n";
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-
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- for(uint32_t i = 0; i < mesh.mNumBones; i++)
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- {
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- const aiBone& bone = *mesh.mBones[i];
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-
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- file << "\t\t<bone>\n";
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-
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- // <name>
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- file << "\t\t\t<name>" << bone.mName.C_Str() << "</name>\n";
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-
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- // <boneTransform>
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- aiMatrix4x4 akMat = toAnkiMatrix(bone.mOffsetMatrix);
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- file << "\t\t\t<boneTransform>";
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- for(unsigned j = 0; j < 4; j++)
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- {
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- for(unsigned i = 0; i < 4; i++)
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- {
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- file << akMat[j][i] << " ";
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- }
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- }
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- file << "</boneTransform>\n";
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-
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- // <transform>
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- const aiNode* node = findNodeWithName(bone.mName.C_Str(), m_scene->mRootNode);
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- assert(node);
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-
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- akMat = toAnkiMatrix(node->mTransformation);
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- file << "\t\t\t<transform>";
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- for(unsigned j = 0; j < 4; j++)
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- {
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- for(unsigned i = 0; i < 4; i++)
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- {
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- file << akMat[j][i] << " ";
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- }
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- }
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- file << "</transform>\n";
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-
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- // <parent>
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- if(bone.mName.C_Str() != rootBoneName)
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- {
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- file << "\t\t\t<parent>" << node->mParent->mName.C_Str() << "</parent>\n";
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- }
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-
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- file << "\t\t</bone>\n";
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- }
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-
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- file << "\t</bones>\n";
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- file << "</skeleton>\n";
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-}
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-
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-void Exporter::exportModel(const Model& model) const
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-{
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- std::string name = getModelName(model);
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- LOGI("Exporting model %s", name.c_str());
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-
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- std::fstream file;
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- file.open(m_outputDirectory + name + ".ankimdl", std::ios::out);
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-
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- file << XML_HEADER << '\n';
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- file << "<model>\n";
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- file << "\t<modelPatches>\n";
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-
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- // Start patches
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- file << "\t\t<modelPatch>\n";
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-
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- // Write mesh
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- file << "\t\t\t<mesh>" << m_rpath << getMeshName(getMeshAt(model.m_meshIndex)) << ".ankimesh</mesh>\n";
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-
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- // Write mesh1
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- if(!model.m_lod1MeshName.empty())
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- {
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- bool found = false;
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- for(unsigned i = 0; i < m_scene->mNumMeshes; i++)
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- {
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- if(m_scene->mMeshes[i]->mName.C_Str() == model.m_lod1MeshName)
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- {
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- file << "\t\t\t<mesh1>" << m_rpath << getMeshName(getMeshAt(i)) << ".ankimesh</mesh1>\n";
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- found = true;
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- break;
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- }
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- }
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-
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- if(!found)
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- {
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- ERROR("Couldn't find the LOD1 %s", model.m_lod1MeshName.c_str());
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- }
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- }
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-
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- // Write material
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- const aiMaterial& mtl = *m_scene->mMaterials[model.m_materialIndex];
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- if(mtl.mAnKiProperties.find("material_override") == mtl.mAnKiProperties.end())
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- {
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- file << "\t\t\t<material>" << m_rpath << getMaterialName(getMaterialAt(model.m_materialIndex))
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- << ".ankimtl</material>\n";
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- }
|
|
|
- else
|
|
|
- {
|
|
|
- file << "\t\t\t<material>" << mtl.mAnKiProperties.at("material_override") << "</material>\n";
|
|
|
- }
|
|
|
-
|
|
|
- // End patches
|
|
|
- file << "\t\t</modelPatch>\n";
|
|
|
- file << "\t</modelPatches>\n";
|
|
|
-
|
|
|
- // Skeleton
|
|
|
- const aiMesh& aimesh = *m_scene->mMeshes[model.m_meshIndex];
|
|
|
- if(aimesh.HasBones())
|
|
|
- {
|
|
|
- exportSkeleton(aimesh);
|
|
|
- file << "\t<skeleton>" << m_rpath << aimesh.mName.C_Str() << ".ankiskel</skeleton>\n";
|
|
|
- }
|
|
|
-
|
|
|
- file << "</model>\n";
|
|
|
-}
|
|
|
-
|
|
|
-void Exporter::exportLight(const aiLight& light)
|
|
|
-{
|
|
|
- std::ofstream& file = m_sceneFile;
|
|
|
-
|
|
|
- LOGI("Exporting light %s", light.mName.C_Str());
|
|
|
-
|
|
|
- if(light.mType != aiLightSource_POINT && light.mType != aiLightSource_SPOT
|
|
|
- && light.mType != aiLightSource_DIRECTIONAL)
|
|
|
- {
|
|
|
- LOGW("Skipping light %s. Unsupported type (0x%x)", light.mName.C_Str(), light.mType);
|
|
|
- return;
|
|
|
- }
|
|
|
-
|
|
|
- if(light.mAttenuationLinear != 0.0)
|
|
|
- {
|
|
|
- LOGW("Skipping light %s. Linear attenuation is not 0.0", light.mName.C_Str());
|
|
|
- return;
|
|
|
- }
|
|
|
-
|
|
|
- const char* lightType;
|
|
|
- switch(light.mType)
|
|
|
- {
|
|
|
- case aiLightSource_POINT:
|
|
|
- lightType = "Point";
|
|
|
- break;
|
|
|
- case aiLightSource_SPOT:
|
|
|
- lightType = "Spot";
|
|
|
- break;
|
|
|
- case aiLightSource_DIRECTIONAL:
|
|
|
- lightType = "Directional";
|
|
|
- break;
|
|
|
- default:
|
|
|
- lightType = nullptr;
|
|
|
- assert(0);
|
|
|
- }
|
|
|
-
|
|
|
- file << "\nnode = scene:new" << lightType << "LightNode(\"" << light.mName.C_Str() << "\")\n";
|
|
|
-
|
|
|
- file << "lcomp = node:getSceneNodeBase():getLightComponent()\n";
|
|
|
-
|
|
|
- // Colors
|
|
|
- // aiColor3D linear = computeLightColor(light.mColorDiffuse);
|
|
|
- aiVector3D linear(light.mColorDiffuse[0], light.mColorDiffuse[1], light.mColorDiffuse[2]);
|
|
|
- file << "lcomp:setDiffuseColor(Vec4.new(" << linear[0] << ", " << linear[1] << ", " << linear[2] << ", 1))\n";
|
|
|
-
|
|
|
- // Geometry
|
|
|
- switch(light.mType)
|
|
|
- {
|
|
|
- case aiLightSource_POINT:
|
|
|
- {
|
|
|
- // At this point I want the radius and have the attenuation factors
|
|
|
- // att = Ac + Al*d + Aq*d^2. When d = r then att = 0.0. Also if we assume that Al is 0 then:
|
|
|
- // 0 = Ac + Aq*r^2. Solving by r is easy
|
|
|
- float r = sqrt(light.mAttenuationConstant / light.mAttenuationQuadratic);
|
|
|
- file << "lcomp:setRadius(" << r << ")\n";
|
|
|
- }
|
|
|
- break;
|
|
|
- case aiLightSource_SPOT:
|
|
|
- {
|
|
|
- float dist = sqrt(light.mAttenuationConstant / light.mAttenuationQuadratic);
|
|
|
-
|
|
|
- float outer = light.mAngleOuterCone;
|
|
|
- float inner = light.mAngleInnerCone;
|
|
|
- if(outer == inner)
|
|
|
- {
|
|
|
- inner = outer / 2.0f;
|
|
|
- }
|
|
|
-
|
|
|
- file << "lcomp:setInnerAngle(" << inner << ")\n"
|
|
|
- << "lcomp:setOuterAngle(" << outer << ")\n"
|
|
|
- << "lcomp:setDistance(" << dist << ")\n";
|
|
|
- break;
|
|
|
- }
|
|
|
- case aiLightSource_DIRECTIONAL:
|
|
|
- {
|
|
|
-
|
|
|
- break;
|
|
|
- }
|
|
|
- default:
|
|
|
- assert(0);
|
|
|
- break;
|
|
|
- }
|
|
|
-
|
|
|
- // Transform
|
|
|
- const aiNode* node = findNodeWithName(light.mName.C_Str(), m_scene->mRootNode);
|
|
|
-
|
|
|
- if(node == nullptr)
|
|
|
- {
|
|
|
- ERROR("Couldn't find node for light %s", light.mName.C_Str());
|
|
|
- }
|
|
|
-
|
|
|
- aiMatrix4x4 rot;
|
|
|
- aiMatrix4x4::RotationX(-3.1415f / 2.0f, rot);
|
|
|
- writeNodeTransform("node", toAnkiMatrix(node->mTransformation * rot));
|
|
|
-
|
|
|
- // Extra
|
|
|
- if(light.mProperties.find("shadow") != light.mProperties.end())
|
|
|
- {
|
|
|
- if(light.mProperties.at("shadow") == "true")
|
|
|
- {
|
|
|
- file << "lcomp:setShadowEnabled(1)\n";
|
|
|
- }
|
|
|
- else
|
|
|
- {
|
|
|
- file << "lcomp:setShadowEnabled(0)\n";
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- if(light.mProperties.find("lens_flare") != light.mProperties.end())
|
|
|
- {
|
|
|
- file << "node:loadLensFlare(\"" << light.mProperties.at("lens_flare") << "\")\n";
|
|
|
- }
|
|
|
-
|
|
|
- bool lfCompRetrieved = false;
|
|
|
-
|
|
|
- if(light.mProperties.find("lens_flare_first_sprite_size") != light.mProperties.end())
|
|
|
- {
|
|
|
- if(!lfCompRetrieved)
|
|
|
- {
|
|
|
- file << "lfcomp = node:getSceneNodeBase():getLensFlareComponent()\n";
|
|
|
- lfCompRetrieved = true;
|
|
|
- }
|
|
|
-
|
|
|
- aiVector3D vec;
|
|
|
- stringToFloatArray<2>(light.mProperties.at("lens_flare_first_sprite_size"), vec);
|
|
|
- file << "lfcomp:setFirstFlareSize(Vec2.new(" << vec[0] << ", " << vec[1] << "))\n";
|
|
|
- }
|
|
|
-
|
|
|
- if(light.mProperties.find("lens_flare_color") != light.mProperties.end())
|
|
|
- {
|
|
|
- if(!lfCompRetrieved)
|
|
|
- {
|
|
|
- file << "lfcomp = node:getSceneNodeBase():getLensFlareComponent()\n";
|
|
|
- lfCompRetrieved = true;
|
|
|
- }
|
|
|
-
|
|
|
- aiVector3D vec;
|
|
|
- stringToFloatArray<4>(light.mProperties.at("lens_flare_color"), vec);
|
|
|
- file << "lfcomp:setColorMultiplier(Vec4.new(" << vec[0] << ", " << vec[1] << ", " << vec[2] << ", " << vec[3]
|
|
|
- << "))\n";
|
|
|
- }
|
|
|
-
|
|
|
- bool eventCreated = false;
|
|
|
- if(light.mProperties.find("light_event_intensity") != light.mProperties.end())
|
|
|
- {
|
|
|
- if(!eventCreated)
|
|
|
- {
|
|
|
- file << "event = events:newLightEvent(0.0, -1.0, node:getSceneNodeBase())\n";
|
|
|
- eventCreated = true;
|
|
|
- }
|
|
|
-
|
|
|
- aiVector3D vec;
|
|
|
- stringToFloatArray<4>(light.mProperties.at("light_event_intensity"), vec);
|
|
|
-
|
|
|
- file << "event:setIntensityMultiplier(Vec4.new(" << vec[0] << ", " << vec[1] << ", " << vec[2] << ", " << vec[3]
|
|
|
- << "))\n";
|
|
|
- }
|
|
|
-
|
|
|
- if(light.mProperties.find("light_event_frequency") != light.mProperties.end())
|
|
|
- {
|
|
|
- if(!eventCreated)
|
|
|
- {
|
|
|
- file << "event = events:newLightEvent(0.0, -1.0, node:getSceneNodeBase())\n";
|
|
|
- eventCreated = true;
|
|
|
- }
|
|
|
-
|
|
|
- float vec[2];
|
|
|
- stringToFloatArray<2>(light.mProperties.at("light_event_frequency"), vec);
|
|
|
-
|
|
|
- file << "event:setFrequency(" << vec[0] << ", " << vec[1] << ")\n";
|
|
|
- }
|
|
|
-}
|
|
|
-
|
|
|
-void Exporter::exportAnimation(const aiAnimation& anim, unsigned index)
|
|
|
-{
|
|
|
- // Get name
|
|
|
- std::string name = anim.mName.C_Str();
|
|
|
- if(name.size() == 0)
|
|
|
- {
|
|
|
- name = std::string("unnamed_") + std::to_string(index);
|
|
|
- }
|
|
|
-
|
|
|
- // Find if it's skeleton animation
|
|
|
- /*bool isSkeletalAnimation = false;
|
|
|
- for(uint32_t i = 0; i < scene.mNumMeshes; i++)
|
|
|
- {
|
|
|
- const aiMesh& mesh = *scene.mMeshes[i];
|
|
|
- if(mesh.HasBones())
|
|
|
- {
|
|
|
-
|
|
|
- }
|
|
|
- }*/
|
|
|
-
|
|
|
- std::fstream file;
|
|
|
- LOGI("Exporting animation %s", name.c_str());
|
|
|
-
|
|
|
- file.open(m_outputDirectory + name + ".ankianim", std::ios::out);
|
|
|
-
|
|
|
- file << XML_HEADER << "\n";
|
|
|
- file << "<animation>\n";
|
|
|
-
|
|
|
- file << "\t<channels>\n";
|
|
|
-
|
|
|
- for(uint32_t i = 0; i < anim.mNumChannels; i++)
|
|
|
- {
|
|
|
- const aiNodeAnim& nAnim = *anim.mChannels[i];
|
|
|
-
|
|
|
- file << "\t\t<channel>\n";
|
|
|
-
|
|
|
- // Name
|
|
|
- file << "\t\t\t<name>" << nAnim.mNodeName.C_Str() << "</name>\n";
|
|
|
-
|
|
|
- // Positions
|
|
|
- file << "\t\t\t<positionKeys>\n";
|
|
|
- for(uint32_t j = 0; j < nAnim.mNumPositionKeys; j++)
|
|
|
- {
|
|
|
- const aiVectorKey& key = nAnim.mPositionKeys[j];
|
|
|
-
|
|
|
- if(m_flipyz)
|
|
|
- {
|
|
|
- file << "\t\t\t\t<key><time>" << key.mTime << "</time><value>" << key.mValue[0] << " " << key.mValue[2]
|
|
|
- << " " << -key.mValue[1] << "</value></key>\n";
|
|
|
- }
|
|
|
- else
|
|
|
- {
|
|
|
- file << "\t\t\t\t<key><time>" << key.mTime << "</time><value>" << key.mValue[0] << " " << key.mValue[1]
|
|
|
- << " " << key.mValue[2] << "</value></key>\n";
|
|
|
- }
|
|
|
- }
|
|
|
- file << "\t\t\t</positionKeys>\n";
|
|
|
-
|
|
|
- // Rotations
|
|
|
- file << "\t\t\t<rotationKeys>\n";
|
|
|
- for(uint32_t j = 0; j < nAnim.mNumRotationKeys; j++)
|
|
|
- {
|
|
|
- const aiQuatKey& key = nAnim.mRotationKeys[j];
|
|
|
-
|
|
|
- aiMatrix3x3 mat = toAnkiMatrix(key.mValue.GetMatrix());
|
|
|
- aiQuaternion quat(mat);
|
|
|
- // aiQuaternion quat(key.mValue);
|
|
|
-
|
|
|
- file << "\t\t\t\t<key><time>" << key.mTime << "</time>"
|
|
|
- << "<value>" << quat.x << " " << quat.y << " " << quat.z << " " << quat.w << "</value></key>\n";
|
|
|
- }
|
|
|
- file << "\t\t\t</rotationKeys>\n";
|
|
|
-
|
|
|
- // Scale
|
|
|
- file << "\t\t\t<scalingKeys>\n";
|
|
|
- for(uint32_t j = 0; j < nAnim.mNumScalingKeys; j++)
|
|
|
- {
|
|
|
- const aiVectorKey& key = nAnim.mScalingKeys[j];
|
|
|
-
|
|
|
- // Note: only uniform scale
|
|
|
- file << "\t\t\t\t<key><time>" << key.mTime << "</time>"
|
|
|
- << "<value>" << ((key.mValue[0] + key.mValue[1] + key.mValue[2]) / 3.0) << "</value></key>\n";
|
|
|
- }
|
|
|
- file << "\t\t\t</scalingKeys>\n";
|
|
|
-
|
|
|
- file << "\t\t</channel>\n";
|
|
|
- }
|
|
|
-
|
|
|
- file << "\t</channels>\n";
|
|
|
- file << "</animation>\n";
|
|
|
-}
|
|
|
-
|
|
|
-void Exporter::exportCamera(const aiCamera& cam)
|
|
|
-{
|
|
|
- std::ofstream& file = m_sceneFile;
|
|
|
-
|
|
|
- LOGI("Exporting camera %s", cam.mName.C_Str());
|
|
|
-
|
|
|
- // Write the main node
|
|
|
- file << "\nnode = scene:newPerspectiveCameraNode(\"" << cam.mName.C_Str() << "\")\n";
|
|
|
-
|
|
|
- file << "scene:setActiveCameraNode(node:getSceneNodeBase())\n";
|
|
|
-
|
|
|
- file << "frustumc = node:getSceneNodeBase():getFrustumComponent()\n";
|
|
|
-
|
|
|
- file << "frustumc:setPerspective(" << cam.mClipPlaneNear << ", " << cam.mClipPlaneFar << ", " << cam.mHorizontalFOV
|
|
|
- << ", "
|
|
|
- << "1.0 / getMainRenderer():getAspectRatio() * " << cam.mHorizontalFOV << ")\n";
|
|
|
-
|
|
|
- // Find the node
|
|
|
- const aiNode* node = findNodeWithName(cam.mName.C_Str(), m_scene->mRootNode);
|
|
|
- if(node == nullptr)
|
|
|
- {
|
|
|
- ERROR("Couldn't find node for camera %s", cam.mName.C_Str());
|
|
|
- }
|
|
|
-
|
|
|
- aiMatrix4x4 rot;
|
|
|
- aiMatrix4x4::RotationX(-3.1415f / 2.0f, rot);
|
|
|
- writeNodeTransform("node", toAnkiMatrix(node->mTransformation * rot));
|
|
|
-}
|
|
|
-
|
|
|
-void Exporter::load()
|
|
|
-{
|
|
|
- LOGI("Loading file %s", &m_inputFilename[0]);
|
|
|
-
|
|
|
- const int smoothAngle = 170;
|
|
|
-
|
|
|
- m_importer.SetPropertyFloat(AI_CONFIG_PP_CT_MAX_SMOOTHING_ANGLE, smoothAngle);
|
|
|
-
|
|
|
- unsigned flags = 0
|
|
|
- //| aiProcess_FindInstances
|
|
|
- | aiProcess_JoinIdenticalVertices
|
|
|
- //| aiProcess_SortByPType
|
|
|
- | aiProcess_ImproveCacheLocality | aiProcess_OptimizeMeshes | aiProcess_RemoveRedundantMaterials
|
|
|
- | aiProcess_CalcTangentSpace | aiProcess_GenSmoothNormals;
|
|
|
-
|
|
|
- const aiScene* scene = m_importer.ReadFile(m_inputFilename, flags | aiProcess_Triangulate);
|
|
|
-
|
|
|
- if(!scene)
|
|
|
- {
|
|
|
- ERROR("%s", m_importer.GetErrorString());
|
|
|
- }
|
|
|
-
|
|
|
- m_scene = scene;
|
|
|
-
|
|
|
- // Load without triangulation
|
|
|
- m_importerNoTriangles.SetPropertyFloat(AI_CONFIG_PP_CT_MAX_SMOOTHING_ANGLE, smoothAngle);
|
|
|
-
|
|
|
- scene = m_importerNoTriangles.ReadFile(m_inputFilename, flags);
|
|
|
-
|
|
|
- if(!scene)
|
|
|
- {
|
|
|
- ERROR("%s", m_importerNoTriangles.GetErrorString());
|
|
|
- }
|
|
|
-
|
|
|
- m_sceneNoTriangles = scene;
|
|
|
-}
|
|
|
-
|
|
|
-void Exporter::visitNode(const aiNode* ainode)
|
|
|
-{
|
|
|
- if(ainode == nullptr)
|
|
|
- {
|
|
|
- return;
|
|
|
- }
|
|
|
-
|
|
|
- // For every mesh of this node
|
|
|
- for(unsigned i = 0; i < ainode->mNumMeshes; i++)
|
|
|
- {
|
|
|
- unsigned meshIndex = ainode->mMeshes[i];
|
|
|
- unsigned mtlIndex = m_scene->mMeshes[meshIndex]->mMaterialIndex;
|
|
|
-
|
|
|
- // Check properties
|
|
|
- std::string lod1MeshName;
|
|
|
- std::string collisionMesh;
|
|
|
- bool special = false;
|
|
|
- GiProbe giProbe;
|
|
|
- bool isGiProbe = false;
|
|
|
- ParticleEmitter particleEmitter;
|
|
|
- bool isParticleEmitter = false;
|
|
|
- for(const auto& prop : m_scene->mMeshes[meshIndex]->mProperties)
|
|
|
- {
|
|
|
- if(prop.first == "particles")
|
|
|
- {
|
|
|
- particleEmitter.m_filename = prop.second;
|
|
|
- particleEmitter.m_transform = toAnkiMatrix(ainode->mTransformation);
|
|
|
- special = true;
|
|
|
- isParticleEmitter = true;
|
|
|
- }
|
|
|
- else if(prop.first == "gpu_particles" && prop.second == "true")
|
|
|
- {
|
|
|
- particleEmitter.m_gpu = true;
|
|
|
- }
|
|
|
- else if(prop.first == "collision" && prop.second == "true")
|
|
|
- {
|
|
|
- StaticCollisionNode n;
|
|
|
- n.m_meshIndex = meshIndex;
|
|
|
- n.m_transform = toAnkiMatrix(ainode->mTransformation);
|
|
|
- m_staticCollisionNodes.push_back(n);
|
|
|
- special = true;
|
|
|
- }
|
|
|
- else if(prop.first == "lod1")
|
|
|
- {
|
|
|
- lod1MeshName = prop.second;
|
|
|
- special = false;
|
|
|
- }
|
|
|
- else if(prop.first == "reflection_probe" && prop.second == "true")
|
|
|
- {
|
|
|
- ReflectionProbe probe;
|
|
|
- aiMatrix4x4 trf = toAnkiMatrix(ainode->mTransformation);
|
|
|
- probe.m_position = aiVector3D(trf.a4, trf.b4, trf.c4);
|
|
|
-
|
|
|
- aiVector3D scale(trf.a1, trf.b2, trf.c3);
|
|
|
- assert(scale.x > 0.0f && scale.y > 0.0f && scale.z > 0.0f);
|
|
|
-
|
|
|
- aiVector3D half = scale;
|
|
|
- probe.m_aabbMin = probe.m_position - half - probe.m_position;
|
|
|
- probe.m_aabbMax = probe.m_position + half - probe.m_position;
|
|
|
-
|
|
|
- m_reflectionProbes.push_back(probe);
|
|
|
-
|
|
|
- special = true;
|
|
|
- }
|
|
|
- else if(prop.first == "gi_probe" && prop.second == "true")
|
|
|
- {
|
|
|
- GiProbe& probe = giProbe;
|
|
|
- aiMatrix4x4 trf = toAnkiMatrix(ainode->mTransformation);
|
|
|
- probe.m_position = aiVector3D(trf.a4, trf.b4, trf.c4);
|
|
|
-
|
|
|
- aiVector3D scale(trf.a1, trf.b2, trf.c3);
|
|
|
- assert(scale.x > 0.0f && scale.y > 0.0f && scale.z > 0.0f);
|
|
|
-
|
|
|
- aiVector3D half = scale;
|
|
|
- probe.m_aabbMin = probe.m_position - half - probe.m_position;
|
|
|
- probe.m_aabbMax = probe.m_position + half - probe.m_position;
|
|
|
-
|
|
|
- isGiProbe = true;
|
|
|
- special = true;
|
|
|
- }
|
|
|
- else if(prop.first == "gi_probe_fade_distance")
|
|
|
- {
|
|
|
- giProbe.m_fadeDistance = std::strtof(prop.second.c_str(), nullptr);
|
|
|
- }
|
|
|
- else if(prop.first == "gi_probe_cell_size")
|
|
|
- {
|
|
|
- giProbe.m_cellSize = std::strtof(prop.second.c_str(), nullptr);
|
|
|
- }
|
|
|
- else if(prop.first == "reflection_proxy" && prop.second == "true")
|
|
|
- {
|
|
|
- ReflectionProxy proxy;
|
|
|
-
|
|
|
- // Find proxy in the other scene
|
|
|
- proxy.m_meshIndex = 0xFFFFFFFF;
|
|
|
- for(unsigned i = 0; i < m_sceneNoTriangles->mNumMeshes; ++i)
|
|
|
- {
|
|
|
- if(m_sceneNoTriangles->mMeshes[i]->mName == m_scene->mMeshes[meshIndex]->mName)
|
|
|
- {
|
|
|
- // Found
|
|
|
- proxy.m_meshIndex = i;
|
|
|
- break;
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- if(proxy.m_meshIndex == 0xFFFFFFFF)
|
|
|
- {
|
|
|
- ERROR("Reflection proxy mesh not found");
|
|
|
- }
|
|
|
-
|
|
|
- proxy.m_transform = toAnkiMatrix(ainode->mTransformation);
|
|
|
- m_reflectionProxies.push_back(proxy);
|
|
|
-
|
|
|
- special = true;
|
|
|
- }
|
|
|
- else if(prop.first == "occluder" && prop.second == "true")
|
|
|
- {
|
|
|
- OccluderNode occluder;
|
|
|
-
|
|
|
- occluder.m_meshIndex = meshIndex;
|
|
|
- occluder.m_transform = toAnkiMatrix(ainode->mTransformation);
|
|
|
- m_occluders.push_back(occluder);
|
|
|
-
|
|
|
- special = true;
|
|
|
- }
|
|
|
- else if(prop.first == "collision_mesh")
|
|
|
- {
|
|
|
- collisionMesh = prop.second;
|
|
|
- special = false;
|
|
|
- }
|
|
|
- else if(prop.first.find("decal_") == 0)
|
|
|
- {
|
|
|
- DecalNode decal;
|
|
|
- for(const auto& pr : m_scene->mMeshes[meshIndex]->mProperties)
|
|
|
- {
|
|
|
- if(pr.first == "decal_diffuse_atlas")
|
|
|
- {
|
|
|
- decal.m_diffuseTextureAtlasFilename = pr.second;
|
|
|
- }
|
|
|
- else if(pr.first == "decal_diffuse_sub_texture")
|
|
|
- {
|
|
|
- decal.m_diffuseSubTextureName = pr.second;
|
|
|
- }
|
|
|
- else if(pr.first == "decal_diffuse_factor")
|
|
|
- {
|
|
|
- decal.m_factors[0] = std::stof(pr.second);
|
|
|
- }
|
|
|
- else if(pr.first == "decal_normal_roughness_atlas")
|
|
|
- {
|
|
|
- decal.m_specularRoughnessAtlasFilename = pr.second;
|
|
|
- }
|
|
|
- else if(pr.first == "decal_normal_roughness_sub_texture")
|
|
|
- {
|
|
|
- decal.m_specularRoughnessSubTextureName = pr.second;
|
|
|
- }
|
|
|
- else if(pr.first == "decal_normal_roughness_factor")
|
|
|
- {
|
|
|
- decal.m_factors[1] = std::stof(pr.second);
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- if(decal.m_diffuseTextureAtlasFilename.empty() || decal.m_diffuseSubTextureName.empty())
|
|
|
- {
|
|
|
- ERROR("Missing decal information");
|
|
|
- }
|
|
|
-
|
|
|
- aiMatrix4x4 trf = toAnkiMatrix(ainode->mTransformation);
|
|
|
- decal.m_size = getNonUniformScale(trf);
|
|
|
- removeScale(trf);
|
|
|
- decal.m_transform = trf;
|
|
|
-
|
|
|
- m_decals.push_back(decal);
|
|
|
- special = true;
|
|
|
- break;
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- if(isGiProbe)
|
|
|
- {
|
|
|
- m_giProbes.push_back(giProbe);
|
|
|
- }
|
|
|
-
|
|
|
- if(isParticleEmitter)
|
|
|
- {
|
|
|
- m_particleEmitters.push_back(particleEmitter);
|
|
|
- }
|
|
|
-
|
|
|
- if(special)
|
|
|
- {
|
|
|
- continue;
|
|
|
- }
|
|
|
-
|
|
|
- // Create new model
|
|
|
- Model mdl;
|
|
|
- mdl.m_meshIndex = meshIndex;
|
|
|
- mdl.m_materialIndex = mtlIndex;
|
|
|
- mdl.m_lod1MeshName = lod1MeshName;
|
|
|
- m_models.push_back(mdl);
|
|
|
-
|
|
|
- // Create new node
|
|
|
- Node node;
|
|
|
- node.m_modelIndex = uint32_t(m_models.size() - 1);
|
|
|
- node.m_transform = toAnkiMatrix(ainode->mTransformation);
|
|
|
- node.m_group = ainode->mGroup.C_Str();
|
|
|
- node.m_collisionMesh = collisionMesh;
|
|
|
- m_nodes.push_back(node);
|
|
|
- }
|
|
|
-
|
|
|
- // Go to children
|
|
|
- for(uint32_t i = 0; i < ainode->mNumChildren; i++)
|
|
|
- {
|
|
|
- visitNode(ainode->mChildren[i]);
|
|
|
- }
|
|
|
-}
|
|
|
-
|
|
|
-void Exporter::exportCollisionMesh(uint32_t meshIdx)
|
|
|
-{
|
|
|
- std::string name = getMeshName(getMeshAt(meshIdx));
|
|
|
-
|
|
|
- std::fstream file;
|
|
|
- file.open(m_outputDirectory + name + ".ankicl", std::ios::out);
|
|
|
-
|
|
|
- file << XML_HEADER << '\n';
|
|
|
-
|
|
|
- // Write collision mesh
|
|
|
- file << "<collisionShape>\n\t<type>staticMesh</type>\n\t<value>" << m_rpath << name
|
|
|
- << ".ankimesh</value>\n</collisionShape>\n";
|
|
|
-}
|
|
|
-
|
|
|
-void Exporter::exportAll()
|
|
|
-{
|
|
|
- LOGI("Exporting scene to %s", &m_outputDirectory[0]);
|
|
|
-
|
|
|
- //
|
|
|
- // Open scene file
|
|
|
- //
|
|
|
- m_sceneFile.open(m_outputDirectory + "scene.lua");
|
|
|
- std::ofstream& file = m_sceneFile;
|
|
|
-
|
|
|
- file << "local scene = getSceneGraph()\n"
|
|
|
- << "local events = getEventManager()\n"
|
|
|
- << "local rot\n"
|
|
|
- << "local node\n"
|
|
|
- << "local inst\n"
|
|
|
- << "local lcomp\n";
|
|
|
-
|
|
|
- //
|
|
|
- // Get all node/model data
|
|
|
- //
|
|
|
- visitNode(m_scene->mRootNode);
|
|
|
-
|
|
|
- //
|
|
|
- // Export collision meshes
|
|
|
- //
|
|
|
- for(auto n : m_staticCollisionNodes)
|
|
|
- {
|
|
|
- exportMesh(*m_scene->mMeshes[n.m_meshIndex], nullptr, 3);
|
|
|
- exportCollisionMesh(n.m_meshIndex);
|
|
|
-
|
|
|
- file << "\n";
|
|
|
- writeTransform(n.m_transform);
|
|
|
-
|
|
|
- std::string name = getMeshName(getMeshAt(n.m_meshIndex));
|
|
|
- std::string fname = m_rpath + name + ".ankicl";
|
|
|
- file << "node = scene:newStaticCollisionNode(\"" << name << "\", \"" << fname << "\", trf)\n";
|
|
|
- }
|
|
|
-
|
|
|
- //
|
|
|
- // Export particle emitters
|
|
|
- //
|
|
|
- int i = 0;
|
|
|
- for(const ParticleEmitter& p : m_particleEmitters)
|
|
|
- {
|
|
|
- std::string name = "particles" + std::to_string(i);
|
|
|
- file << "\nnode = scene:new" << (p.m_gpu ? "Gpu" : "") << "ParticleEmitterNode(\"" << name << "\", \""
|
|
|
- << p.m_filename << "\")\n";
|
|
|
-
|
|
|
- writeNodeTransform("node", p.m_transform);
|
|
|
- ++i;
|
|
|
- }
|
|
|
-
|
|
|
- //
|
|
|
- // Export refl probes
|
|
|
- //
|
|
|
- i = 0;
|
|
|
- for(const ReflectionProbe& probe : m_reflectionProbes)
|
|
|
- {
|
|
|
- std::string name = "reflprobe" + std::to_string(i);
|
|
|
- file << "\nnode = scene:newReflectionProbeNode(\"" << name << "\", Vec4.new(" << probe.m_aabbMin.x << ", "
|
|
|
- << probe.m_aabbMin.y << ", " << probe.m_aabbMin.z << ", 0), Vec4.new(" << probe.m_aabbMax.x << ", "
|
|
|
- << probe.m_aabbMax.y << ", " << probe.m_aabbMax.z << ", 0))\n";
|
|
|
-
|
|
|
- aiMatrix4x4 trf;
|
|
|
- aiMatrix4x4::Translation(probe.m_position, trf);
|
|
|
-
|
|
|
- writeNodeTransform("node", trf);
|
|
|
- ++i;
|
|
|
- }
|
|
|
-
|
|
|
- //
|
|
|
- // Export GI probes
|
|
|
- //
|
|
|
- i = 0;
|
|
|
- for(const GiProbe& probe : m_giProbes)
|
|
|
- {
|
|
|
- std::string name = "giprobe" + std::to_string(i);
|
|
|
- file << "\nnode = scene:newGlobalIlluminationProbeNode(\"" << name << "\")\n";
|
|
|
-
|
|
|
- file << "comp = node:getSceneNodeBase():getGlobalIlluminationProbeComponent()\n";
|
|
|
- file << "comp:setBoundingBox(Vec4.new(" << probe.m_aabbMin.x << ", " << probe.m_aabbMin.y << ", "
|
|
|
- << probe.m_aabbMin.z << ", 0), Vec4.new(" << probe.m_aabbMax.x << ", " << probe.m_aabbMax.y << ", "
|
|
|
- << probe.m_aabbMax.z << ", 0))\n";
|
|
|
-
|
|
|
- if(probe.m_fadeDistance >= 0.0f)
|
|
|
- {
|
|
|
- file << "comp:setFadeDistance(" << probe.m_fadeDistance << ")\n";
|
|
|
- }
|
|
|
-
|
|
|
- if(probe.m_cellSize > 0.0f)
|
|
|
- {
|
|
|
- file << "comp:setCellSize(" << probe.m_cellSize << ")\n";
|
|
|
- }
|
|
|
-
|
|
|
- aiMatrix4x4 trf;
|
|
|
- aiMatrix4x4::Translation(probe.m_position, trf);
|
|
|
- writeNodeTransform("node", trf);
|
|
|
- ++i;
|
|
|
- }
|
|
|
-
|
|
|
- //
|
|
|
- // Export proxies
|
|
|
- //
|
|
|
- i = 0;
|
|
|
- for(const ReflectionProxy& proxy : m_reflectionProxies)
|
|
|
- {
|
|
|
- const aiMesh& mesh = *m_sceneNoTriangles->mMeshes[proxy.m_meshIndex];
|
|
|
- exportMesh(mesh, nullptr, 4);
|
|
|
-
|
|
|
- std::string name = "reflproxy" + std::to_string(i);
|
|
|
- file << "\nnode = scene:newReflectionProxyNode(\"" << name << "\", \"" << m_rpath << mesh.mName.C_Str()
|
|
|
- << ".ankimesh\")\n";
|
|
|
-
|
|
|
- writeNodeTransform("node", proxy.m_transform);
|
|
|
- ++i;
|
|
|
- }
|
|
|
-
|
|
|
- //
|
|
|
- // Export occluders
|
|
|
- //
|
|
|
- i = 0;
|
|
|
- for(const OccluderNode& occluder : m_occluders)
|
|
|
- {
|
|
|
- const aiMesh& mesh = *m_scene->mMeshes[occluder.m_meshIndex];
|
|
|
- exportMesh(mesh, nullptr, 3);
|
|
|
-
|
|
|
- std::string name = "occluder" + std::to_string(i);
|
|
|
- file << "\nnode = scene:newOccluderNode(\"" << name << "\", \"" << m_rpath << mesh.mName.C_Str()
|
|
|
- << ".ankimesh\")\n";
|
|
|
-
|
|
|
- writeNodeTransform("node", occluder.m_transform);
|
|
|
- ++i;
|
|
|
- }
|
|
|
-
|
|
|
- //
|
|
|
- // Export decals
|
|
|
- //
|
|
|
- i = 0;
|
|
|
- for(const DecalNode& decal : m_decals)
|
|
|
- {
|
|
|
- std::string name = "decal" + std::to_string(i);
|
|
|
- file << "\nnode = scene:newDecalNode(\"" << name << "\")\n";
|
|
|
-
|
|
|
- writeNodeTransform("node", decal.m_transform);
|
|
|
-
|
|
|
- file << "decalc = node:getSceneNodeBase():getDecalComponent()\n";
|
|
|
- file << "decalc:setDiffuseDecal(\"" << decal.m_diffuseTextureAtlasFilename << "\", \""
|
|
|
- << decal.m_diffuseSubTextureName << "\", " << decal.m_factors[0] << ")\n";
|
|
|
- file << "decalc:updateShape(" << decal.m_size.x << ", " << decal.m_size.y << ", " << decal.m_size.z << ")\n";
|
|
|
-
|
|
|
- if(!decal.m_specularRoughnessAtlasFilename.empty())
|
|
|
- {
|
|
|
- file << "decalc:setSpecularRoughnessDecal(\"" << decal.m_specularRoughnessAtlasFilename << "\", \""
|
|
|
- << decal.m_specularRoughnessSubTextureName << "\", " << decal.m_factors[1] << ")\n";
|
|
|
- }
|
|
|
-
|
|
|
- ++i;
|
|
|
- }
|
|
|
-
|
|
|
- //
|
|
|
- // Export nodes and models.
|
|
|
- //
|
|
|
- for(uint32_t i = 0; i < m_nodes.size(); i++)
|
|
|
- {
|
|
|
- Node& node = m_nodes[i];
|
|
|
- Model& model = m_models[node.m_modelIndex];
|
|
|
-
|
|
|
- // TODO If static bake transform
|
|
|
- exportMesh(*m_scene->mMeshes[model.m_meshIndex], nullptr, 3);
|
|
|
-
|
|
|
- exportMaterial(*m_scene->mMaterials[model.m_materialIndex]);
|
|
|
-
|
|
|
- exportModel(model);
|
|
|
- std::string modelName = getModelName(model);
|
|
|
- std::string nodeName = modelName + node.m_group + std::to_string(i);
|
|
|
-
|
|
|
- // Write the main node
|
|
|
- file << "\nnode = scene:newModelNode(\"" << nodeName << "\", \"" << m_rpath << modelName << ".ankimdl\")\n";
|
|
|
- writeNodeTransform("node", node.m_transform);
|
|
|
-
|
|
|
- // Write the collision node
|
|
|
- if(!node.m_collisionMesh.empty())
|
|
|
- {
|
|
|
- unsigned i = 0;
|
|
|
- if(node.m_collisionMesh == "self")
|
|
|
- {
|
|
|
- i = model.m_meshIndex;
|
|
|
- }
|
|
|
- else
|
|
|
- {
|
|
|
- for(; i < m_scene->mNumMeshes; i++)
|
|
|
- {
|
|
|
- if(m_scene->mMeshes[i]->mName.C_Str() == node.m_collisionMesh)
|
|
|
- {
|
|
|
- break;
|
|
|
- }
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- const bool found = i < m_scene->mNumMeshes;
|
|
|
- if(found)
|
|
|
- {
|
|
|
- exportCollisionMesh(i);
|
|
|
-
|
|
|
- std::string fname = m_rpath + getMeshName(getMeshAt(i)) + ".ankicl";
|
|
|
- file << "node = scene:newStaticCollisionNode(\"" << nodeName << "_cl\", \"" << fname << "\", trf)\n";
|
|
|
- }
|
|
|
- else
|
|
|
- {
|
|
|
- ERROR("Couldn't find the collision_mesh %s", node.m_collisionMesh.c_str());
|
|
|
- }
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- //
|
|
|
- // Lights
|
|
|
- //
|
|
|
- for(unsigned i = 0; i < m_scene->mNumLights; i++)
|
|
|
- {
|
|
|
- exportLight(*m_scene->mLights[i]);
|
|
|
- }
|
|
|
-
|
|
|
- //
|
|
|
- // Animations
|
|
|
- //
|
|
|
- for(unsigned i = 0; i < m_scene->mNumAnimations; i++)
|
|
|
- {
|
|
|
- exportAnimation(*m_scene->mAnimations[i], i);
|
|
|
- }
|
|
|
-
|
|
|
- //
|
|
|
- // Cameras
|
|
|
- //
|
|
|
- for(unsigned i = 0; i < m_scene->mNumCameras; i++)
|
|
|
- {
|
|
|
- exportCamera(*m_scene->mCameras[i]);
|
|
|
- }
|
|
|
-
|
|
|
- LOGI("Done exporting scene!");
|
|
|
-}
|