#include "polyimport.h" #include "OSBasics.h" #include "physfs.h" #include "getopt.h" using namespace Polycode; const struct aiScene* scene = NULL; bool hasWeights = false; vector bones; unsigned int numBones = 0; bool writeNormals = false; bool writeTangents = false; bool writeColors = false; bool writeBoneWeights = false; bool writeUVs = false; bool writeSecondaryUVs = false; #ifdef WIN32 #define getopt getopt_a #endif 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) { int i; 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]]; 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); } tmesh->addVertex(vertex); } for (t = 0; t < mesh->mNumFaces; ++t) { const struct aiFace* face = &mesh->mFaces[t]; 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; } } // draw all children for (n = 0; n < nd->mNumChildren; ++n) { addToMesh(prefix, tmesh, sc, nd->mChildren[n], swapZY, addSubmeshes, listOnly); } } 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) { Polycode::Mesh *mesh = new Polycode::Mesh(Mesh::TRI_MESH); mesh->indexedMesh = true; addToMesh(prefix, mesh, scene, scene->mRootNode, swapZY, addSubmeshes, listOnly); 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 = prefix+".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(prefix.c_str(), swapZY); } } else { if(!listOnly) { printf("No weight data, skipping skeleton export...\n"); } } 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; String prefix; int opt; while ((opt = getopt(argc, argv, "ngcwuvadlhp:st")) != -1) { switch ((char)opt) { 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 '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; 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 [-adhlstngcwuv] [-p output_prefix] 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\n"); printf("Mesh 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("t: Generate tangents.\n\n"); printf("Mesh 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("\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]); } scene = aiImportFile(argv[inputArg], aiProcess_JoinIdenticalVertices| aiProcess_Triangulate); if(scene) { if(generateTangents && !listOnly) { aiApplyPostProcessing(scene, aiProcess_CalcTangentSpace); } exportToFile(prefix, swapZYAxis, addSubmeshes, listOnly); } else { printf("Error opening scene...\n"); } aiReleaseImport(scene); return 1; }