#include "polyimport.h" #include "OSBasics.h" #include "PolyObject.h" #include "physfs.h" #ifdef WIN32 #include "getopt.h" #define getopt getopt_a #else #include #endif using namespace Polycode; const struct aiScene* scene = NULL; bool hasWeights = false; vector bones; unsigned int numBones = 0; std::vector materialsInFile; bool writeNormals = false; bool writeTangents = false; bool writeColors = false; bool writeBoneWeights = false; bool writeUVs = false; bool writeSecondaryUVs = false; bool hasMaterial(String materialName) { for(int i=0; i < materialsInFile.size(); i++) { if(materialsInFile[i] == materialName) { return true; } } return false; } unsigned int addBone(aiBone *bone) { for(int i=0; i < bones.size(); i++) { if(bones[i]->mName == bone->mName) return i; } bones.push_back(bone); return bones.size()-1; } void addToMesh(String prefix, Polycode::Mesh *tmesh, const struct aiScene *sc, const struct aiNode* nd, bool swapZY, bool addSubmeshes, bool listOnly, ObjectEntry *parentSceneObject, String overrideMaterial, ObjectEntry *materialsParent, String assetPrefixPath) { int i, nIgnoredPolygons = 0; unsigned int n = 0, t; // draw all meshes assigned to this node for (; n < nd->mNumMeshes; ++n) { if(!addSubmeshes) { tmesh = new Polycode::Mesh(Mesh::TRI_MESH); tmesh->indexedMesh = true; } const struct aiMesh* mesh = scene->mMeshes[nd->mMeshes[n]]; Vector3 bBox; if(listOnly) { if(!addSubmeshes) { printf("%s%s.mesh\n", prefix.c_str(), nd->mName.data); } } else { printf("Importing mesh:%s (%d vertices) (%d faces) \n", mesh->mName.data, mesh->mNumVertices, mesh->mNumFaces); } //apply_material(sc->mMaterials[mesh->mMaterialIndex]); for (t = 0; t < mesh->mNumVertices; ++t) { Vertex *vertex = new Vertex(); int index = t; if(mesh->mColors[0] != NULL) { vertex->vertexColor.setColorRGBA(mesh->mColors[0][index].r, mesh->mColors[0][index].g, mesh->mColors[0][index].b, mesh->mColors[0][index].a); } if(mesh->mTangents != NULL) { if(swapZY) vertex->tangent = Vector3(mesh->mTangents[index].x, mesh->mTangents[index].z, -mesh->mTangents[index].y); else vertex->tangent = Vector3(mesh->mTangents[index].x, mesh->mTangents[index].y, mesh->mTangents[index].z); } if(mesh->mNormals != NULL) { if(swapZY) vertex->setNormal(mesh->mNormals[index].x, mesh->mNormals[index].z, -mesh->mNormals[index].y); else vertex->setNormal(mesh->mNormals[index].x, mesh->mNormals[index].y, mesh->mNormals[index].z); } if(mesh->HasTextureCoords(0)) { vertex->setTexCoord(mesh->mTextureCoords[0][index].x, mesh->mTextureCoords[0][index].y); } if(mesh->HasTextureCoords(1)) { vertex->setSecondaryTexCoord(mesh->mTextureCoords[1][index].x, mesh->mTextureCoords[1][index].y); } for( unsigned int a = 0; a < mesh->mNumBones; a++) { aiBone* bone = mesh->mBones[a]; unsigned int boneIndex = addBone(bone); for( unsigned int b = 0; b < bone->mNumWeights; b++) { if(bone->mWeights[b].mVertexId == index) { vertex->addBoneAssignment(boneIndex, bone->mWeights[b].mWeight); hasWeights = true; } } } if(swapZY) { vertex->set(mesh->mVertices[index].x, mesh->mVertices[index].z, -mesh->mVertices[index].y); } else { vertex->set(mesh->mVertices[index].x, mesh->mVertices[index].y, mesh->mVertices[index].z); } if(fabs(vertex->x) > bBox.x) { bBox.x = fabs(vertex->x); } if(fabs(vertex->y) > bBox.y) { bBox.y = fabs(vertex->y); } if(fabs(vertex->z) > bBox.z) { bBox.z = fabs(vertex->z); } tmesh->addVertex(vertex); } for (t = 0; t < mesh->mNumFaces; ++t) { const struct aiFace* face = &mesh->mFaces[t]; if (face->mNumIndices != 3) { nIgnoredPolygons++; continue; } for(i = 0; i < face->mNumIndices; i++) { int index = face->mIndices[i]; tmesh->addIndex(index); } } if(!addSubmeshes && !listOnly) { String fileNameMesh = prefix+String(nd->mName.data)+".mesh"; OSFILE *outFile = OSBasics::open(fileNameMesh.c_str(), "wb"); tmesh->saveToFile(outFile, writeNormals, writeTangents, writeColors, writeBoneWeights, writeUVs, writeSecondaryUVs); OSBasics::close(outFile); delete tmesh; ObjectEntry *meshEntry = parentSceneObject->addChild("child"); meshEntry->addChild("id", String(nd->mName.data)); meshEntry->addChild("tags", ""); meshEntry->addChild("type", "SceneMesh"); meshEntry->addChild("cR", "1"); meshEntry->addChild("cG", "1"); meshEntry->addChild("cB", "1"); meshEntry->addChild("cA", "1"); meshEntry->addChild("blendMode", "0"); aiVector3D p; aiVector3D s; aiQuaternion r; nd->mTransformation.Decompose(s, r, p); meshEntry->addChild("sX", s.x); if(swapZY) { meshEntry->addChild("sY", s.z); meshEntry->addChild("sZ", s.y); } else { meshEntry->addChild("sY", s.y); meshEntry->addChild("sZ", s.z); } meshEntry->addChild("rX", r.x); if(swapZY) { meshEntry->addChild("rY", r.z); meshEntry->addChild("rZ", -r.y); } else { meshEntry->addChild("rY", r.y); meshEntry->addChild("rZ", r.z); } meshEntry->addChild("rW", r.w); meshEntry->addChild("pX", p.x); if(swapZY) { meshEntry->addChild("pY", p.z); meshEntry->addChild("pZ", -p.y); } else{ meshEntry->addChild("pY", p.y); meshEntry->addChild("pZ", p.z); } bBox = bBox * 2.0; if(bBox.x == 0.0) { bBox.x = 0.001; } if(bBox.y == 0.0) { bBox.y = 0.001; } if(bBox.z == 0.0) { bBox.z = 0.001; } meshEntry->addChild("bbX", bBox.x); meshEntry->addChild("bbY", bBox.y); meshEntry->addChild("bbZ", bBox.z); ObjectEntry *sceneMeshEntry = meshEntry->addChild("SceneMesh"); sceneMeshEntry->addChild("file", assetPrefixPath+fileNameMesh); String materialName = "Default"; int materialIndex = mesh->mMaterialIndex; if(materialIndex < scene->mNumMaterials) { aiString name; scene->mMaterials[materialIndex]->Get(AI_MATKEY_NAME,name); if(name.length > 0) { materialName = String(name.data); } } if(materialsParent && materialName != "Default") { if(!hasMaterial(materialName)) { ObjectEntry *materialEntry = materialsParent->addChild("material"); materialEntry->addChild("name", materialName); materialEntry->addChild("blendingMode", 0); materialEntry->addChild("blendingMode", 0); ObjectEntry *shaderEntry = materialEntry->addChild("shader"); shaderEntry->addChild("name", "DefaultShaderNoTexture"); materialsInFile.push_back(materialName); } } if(overrideMaterial != "") { sceneMeshEntry->addChild("material", overrideMaterial); } else { sceneMeshEntry->addChild("material", materialName); } } if (nIgnoredPolygons) { printf("Ignored %d non-triangular polygons\n", nIgnoredPolygons); } } // draw all children for (n = 0; n < nd->mNumChildren; ++n) { addToMesh(prefix, tmesh, sc, nd->mChildren[n], swapZY, addSubmeshes, listOnly, parentSceneObject, overrideMaterial, materialsParent, assetPrefixPath); } } int getBoneID(aiString name) { for(int i=0; i < bones.size(); i++) { if(bones[i]->mName == name) { return i; } } return 666; } void addToISkeleton(ISkeleton *skel, IBone *parent, const struct aiScene *sc, const struct aiNode* nd) { IBone *bone = new IBone(); bone->parent = parent; bone->name = nd->mName; bone->t = nd->mTransformation; for(int i=0; i < bones.size(); i++) { if(bones[i]->mName == bone->name) { bone->bindMatrix = bones[i]->mOffsetMatrix; } } for (int n = 0; n < nd->mNumChildren; ++n) { addToISkeleton(skel, bone, sc, nd->mChildren[n]); } skel->addIBone(bone, getBoneID(bone->name)); } int exportToFile(String prefix, bool swapZY, bool addSubmeshes, bool listOnly, bool exportEntity, bool generateMaterialFile, String overrideMaterial, String assetPrefixPath, String baseFileName) { Object materialObject; ObjectEntry *materialsParent = NULL;; if(generateMaterialFile) { materialObject.root.name = "polycode"; materialsParent = materialObject.root.addChild("materials"); } Object sceneObject; sceneObject.root.name = "entity"; sceneObject.root.addChild("version", 2); ObjectEntry *parentEntry = sceneObject.root.addChild("root"); parentEntry->addChild("id", ""); parentEntry->addChild("tags", ""); parentEntry->addChild("type", "Entity"); parentEntry->addChild("cR", "1"); parentEntry->addChild("cG", "1"); parentEntry->addChild("cB", "1"); parentEntry->addChild("cA", "1"); parentEntry->addChild("blendMode", "0"); parentEntry->addChild("sX", 1.0); parentEntry->addChild("sY", 1.0); parentEntry->addChild("sZ", 1.0); parentEntry->addChild("rX", 0.0); parentEntry->addChild("rY", 0.0); parentEntry->addChild("rZ", 0.0); parentEntry->addChild("rW", 1.0); parentEntry->addChild("pX", 0.0); parentEntry->addChild("pY", 0.0); parentEntry->addChild("pZ", 0.0); parentEntry->addChild("bbX", 0.0); parentEntry->addChild("bbY", 0.0); parentEntry->addChild("bbZ", 0.0); ObjectEntry *children = parentEntry->addChild("children"); Polycode::Mesh *mesh = new Polycode::Mesh(Mesh::TRI_MESH); mesh->indexedMesh = true; addToMesh(prefix, mesh, scene, scene->mRootNode, swapZY, addSubmeshes, listOnly, children, overrideMaterial, materialsParent, assetPrefixPath); if(addSubmeshes) { String fileNameMesh; if(prefix != "") { fileNameMesh = prefix+".mesh"; } else { fileNameMesh = "out.mesh"; } if(listOnly) { printf("%s\n", fileNameMesh.c_str()); } else { OSFILE *outFile = OSBasics::open(fileNameMesh.c_str(), "wb"); mesh->saveToFile(outFile, writeNormals, writeTangents, writeColors, writeBoneWeights, writeUVs, writeSecondaryUVs); OSBasics::close(outFile); } } if(hasWeights) { if(listOnly) { printf("%s.skeleton\n", prefix.c_str()); } else { printf("Mesh has weights, exporting skeleton...\n"); } String fileNameSkel; if(prefix != "") { fileNameSkel = prefix+".skeleton"; } else { fileNameSkel = "out.skeleton"; } ISkeleton *skeleton = new ISkeleton(); for (int n = 0; n < scene->mRootNode->mNumChildren; ++n) { if(scene->mRootNode->mChildren[n]->mNumChildren > 0) { addToISkeleton(skeleton, NULL, scene, scene->mRootNode->mChildren[n]); } } if(scene->HasAnimations()) { printf("Importing animations...\n"); for(int i=0; i < scene->mNumAnimations;i++) { aiAnimation *a = scene->mAnimations[i]; if(listOnly) { printf("%s%s.anim\n", prefix.c_str(), a->mName.data); } else { printf("Importing '%s' (%d tracks)\n", a->mName.data, a->mNumChannels); } IAnimation *anim = new IAnimation(); anim->tps = a->mTicksPerSecond; anim->name = a->mName.data; anim->numTracks = a->mNumChannels; anim->length = a->mDuration/a->mTicksPerSecond; for(int c=0; c < a->mNumChannels; c++) { aiNodeAnim *nodeAnim = a->mChannels[c]; ITrack *track = new ITrack(); track->nodeAnim = nodeAnim; anim->tracks.push_back(track); } skeleton->addAnimation(anim); } } else { printf("No animations in file...\n"); } if(!listOnly) { skeleton->saveToFile(fileNameSkel.c_str(), swapZY); } } else { if(!listOnly) { printf("No weight data, skipping skeleton export...\n"); } } String matFileName = baseFileName+".mat"; if(!listOnly && materialsParent) { materialObject.saveToXML(matFileName); } if(!listOnly && exportEntity) { if(materialsParent) { ObjectEntry *settings = sceneObject.root.addChild("settings"); ObjectEntry *matFiles = settings->addChild("matFiles"); ObjectEntry *matFile = matFiles->addChild("matFile"); matFile->addChild("path", assetPrefixPath+matFileName); } String entityFileName = baseFileName+".entity"; sceneObject.saveToXML(entityFileName); } if(mesh) { delete mesh; } return 1; } int main(int argc, char **argv) { bool argsValid = true; bool showHelp = false; bool swapZYAxis = false; bool generateTangents = false; bool addSubmeshes = false; bool listOnly = false; bool showAssimpDebug = false; bool generateNormals = false; bool exportEntity = false; bool generateMaterialFile = false; String overrideMaterial; String prefix; String assetPrefixPath; int opt; while ((opt = getopt(argc, argv, "engcwuvadlhp:stmfo:x:")) != -1) { switch ((char)opt) { case 'e': exportEntity = true; break; case 'n': writeNormals = true; break; case 'g': writeTangents = true; break; case 'c': writeColors = true; break; case 'w': writeBoneWeights = true; break; case 'u': writeUVs = true; break; case 'v': writeSecondaryUVs = true; break; case 's': swapZYAxis = true; break; case 't': generateTangents = true; break; case 'm': generateNormals = true; break; case 'a': addSubmeshes = true; break; case 'd': showAssimpDebug = true; break; case 'l': listOnly = true; break; case 'p': prefix = String(optarg); break; case 'h': showHelp = true; break; case 'f': generateMaterialFile = true; break; case 'o': overrideMaterial = String(optarg); break; case 'x': assetPrefixPath = String(optarg)+"/"; break; default: argsValid = false; break; } } if(listOnly && argc < 3) { argsValid = false; } if(!listOnly) { printf("Polycode import tool v"POLYCODE_VERSION_STRING"\n"); } if(!argsValid) { printf("Invalid arguments! Run with -h to see available options.\n\n"); return 0; } if(showHelp || argc < 2) { printf("usage: polyimport [-adhlstngcwuvmef] [-o override_material] [-p output_prefix] [-x asset_path] source_file\n\n"); printf("Misc options:\n"); printf("d: Show Assimp debug info.\n"); printf("h: Show this help.\n"); printf("l: List output files, but do not convert.\n"); printf("p: Specify a file prefix for exported files.\n"); printf("\nMesh import options:\n"); printf("a: Add all meshes to a single mesh.\n"); printf("s: Swap Z/Y axis (e.g. import from Blender)\n"); printf("m: Generate normals.\n"); printf("t: Generate tangents.\n"); printf("\nMesh export options:\n"); printf("n: Export normals\n"); printf("g: Export tangents\n"); printf("c: Export colors\n"); printf("w: Export bone weights\n"); printf("u: Export UV coordinates\n"); printf("v: Export secondary UV coordinates\n"); printf("\nEntity export options:\n"); printf("e: Export entity scene\n"); printf("f: Generate material file\n"); printf("o: Specify override material.\n"); printf("x: Specify asset prefix path.\n"); printf("\n"); return 0; } PHYSFS_init(argv[0]); if(showAssimpDebug) { struct aiLogStream stream; stream = aiGetPredefinedLogStream(aiDefaultLogStream_STDOUT,NULL); aiAttachLogStream(&stream); } int inputArg = argc-1; if(!listOnly) { printf("Loading %s...\n", argv[inputArg]); } String baseFileName = String(argv[inputArg]); std::vector parts = baseFileName.split("/"); if(parts.size() > 1) { baseFileName = parts[parts.size()-1]; } baseFileName = baseFileName.substr(0, baseFileName.find_last_of(".")); scene = aiImportFile(argv[inputArg], aiProcess_JoinIdenticalVertices| aiProcess_Triangulate); if(scene) { if(generateTangents && !listOnly) { aiApplyPostProcessing(scene, aiProcess_CalcTangentSpace); } if(generateNormals && !listOnly) { aiApplyPostProcessing(scene, aiProcess_GenSmoothNormals); } exportToFile(prefix, swapZYAxis, addSubmeshes, listOnly, exportEntity, generateMaterialFile, overrideMaterial, assetPrefixPath, baseFileName); } else { printf("Error opening scene (%s)\n", aiGetErrorString()); } aiReleaseImport(scene); return 1; }