#include "polyimport.h" #include "PolyPolygon.h" #include "OSBasics.h" #include "physfs.h" using namespace Polycode; const struct aiScene* scene = NULL; bool hasWeights = false; vector bones; unsigned int numBones = 0; 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(Polycode::Mesh *tmesh, const struct aiScene *sc, const struct aiNode* nd, bool swapZY) { int i; unsigned int n = 0, t; // draw all meshes assigned to this node for (; n < nd->mNumMeshes; ++n) { const struct aiMesh* mesh = scene->mMeshes[nd->mMeshes[n]]; printf("Importing mesh:%s\n", mesh->mName.data); //apply_material(sc->mMaterials[mesh->mMaterialIndex]); for (t = 0; t < mesh->mNumFaces; ++t) { const struct aiFace* face = &mesh->mFaces[t]; Polycode::Polygon *poly = new Polycode::Polygon(); for(i = 0; i < face->mNumIndices; i++) { Vertex *vertex = new Vertex(); int index = face->mIndices[i]; 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->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); } 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); poly->addVertex(vertex); } tmesh->addPolygon(poly); } } // draw all children for (n = 0; n < nd->mNumChildren; ++n) { addToMesh(tmesh, sc, nd->mChildren[n], swapZY); } } 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(const char *fileName, bool swapZY) { String fileNameMesh = String(fileName)+".mesh"; OSFILE *outFile = OSBasics::open(fileNameMesh.c_str(), "wb"); Polycode::Mesh *mesh = new Polycode::Mesh(Mesh::TRI_MESH); addToMesh(mesh, scene, scene->mRootNode, swapZY); mesh->saveToFile(outFile); OSBasics::close(outFile); if(hasWeights) { printf("Mesh has weights, exporting skeleton...\n"); String fileNameSkel = String(fileName)+".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]; 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"); } skeleton->saveToFile(fileName, swapZY); } else { printf("No weight data, skipping skeleton export...\n"); } delete mesh; return 1; } int main(int argc, char **argv) { printf("Polycode import tool v0.8.2\n"); if(argc != 4) { printf("\n\nInvalid arguments!\n"); printf("usage: polyimport (Swap Z/Y:/) \n\n"); return 0; } PHYSFS_init(argv[0]); struct aiLogStream stream; stream = aiGetPredefinedLogStream(aiDefaultLogStream_STDOUT,NULL); aiAttachLogStream(&stream); printf("Loading %s...\n", argv[1]); scene = aiImportFile(argv[1],aiProcessPreset_TargetRealtime_Quality); if(scene) { exportToFile(argv[2], strcmp(argv[3], "true") == 0); } else { printf("Error opening scene...\n"); } aiReleaseImport(scene); return 1; }