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forked from 0ad/0ad
0ad/source/collada/GeomReindex.cpp
Ykkrosh a9feadc3ea # Improved COLLADA skeletal animation support.
Moved skeleton definitions into XML format, to support multiple
different structures. (Not quite finished yet.)
Added support for rescaled models in XSI.
Minor refactoring.

This was SVN commit r4959.
2007-03-16 18:00:58 +00:00

205 lines
6.0 KiB
C++

#include "precompiled.h"
#include "GeomReindex.h"
#include "FCollada.h"
#include "FCDocument/FCDEntity.h"
#include "FCDocument/FCDGeometryPolygons.h"
#include "FCDocument/FCDGeometrySource.h"
#include "FCDocument/FCDSkinController.h"
#include <cassert>
struct VertexData
{
VertexData(const float* pos, const float* norm, const float* tex, const FCDJointWeightPairList& weights)
: x(pos[0]), y(pos[1]), z(pos[2]),
nx(norm[0]), ny(norm[1]), nz(norm[2]),
u(tex[0]), v(tex[1]),
weights(weights)
{
}
float x, y, z;
float nx, ny, nz;
float u, v;
FCDJointWeightPairList weights;
};
bool similar(float a, float b)
{
return (fabsf(a - b) < 0.000001f);
}
bool operator==(const FCDJointWeightPair& a, const FCDJointWeightPair& b)
{
return (a.jointIndex == b.jointIndex && similar(a.weight, b.weight));
}
bool operator<(const FCDJointWeightPair& a, const FCDJointWeightPair& b)
{
// Sort by decreasing weight, then by increasing joint ID
if (a.weight > b.weight)
return true;
else if (a.weight < b.weight)
return false;
else if (a.jointIndex < b.jointIndex)
return true;
else
return false;
}
bool operator==(const VertexData& a, const VertexData& b)
{
return (similar(a.x, b.x) && similar(a.y, b.y) && similar(a.z, b.z)
&& similar(a.nx, b.nx) && similar(a.ny, b.ny) && similar(a.nz, b.nz)
&& similar(a.u, b.u) && similar(a.v, b.v)
&& (a.weights == b.weights));
}
bool operator<(const VertexData& a, const VertexData& b)
{
#define CMP(f) if (a.f < b.f) return true; if (a.f > b.f) return false
CMP(x); CMP(y); CMP(z);
CMP(nx); CMP(ny); CMP(nz);
CMP(u); CMP(v);
CMP(weights);
#undef CMP
return false;
}
template <typename T>
struct InserterWithoutDuplicates
{
InserterWithoutDuplicates(std::vector<T>& vec) : vec(vec)
{
}
size_t add(const T& val)
{
typename std::map<T, size_t>::iterator it = btree.find(val);
if (it != btree.end())
return it->second;
size_t idx = vec.size();
vec.push_back(val);
btree.insert(std::make_pair(val, idx));
return idx;
}
std::vector<T>& vec;
std::map<T, size_t> btree; // for faster lookups (so we can build a duplicate-free list in O(n log n) instead of O(n^2))
private:
InserterWithoutDuplicates& operator=(const InserterWithoutDuplicates&);
};
void CanonicaliseWeights(FCDJointWeightPairList& weights)
{
// Convert weight-lists into a standard format, so simple vector equality
// can be used to determine equivalence
std::sort(weights.begin(), weights.end());
}
void ReindexGeometry(FCDGeometryPolygons* polys, FCDSkinController* skin)
{
// Given geometry with:
// positions, normals, texcoords, bone blends
// each with their own data array and index array, change it to
// have a single optimised index array shared by all vertexes.
FCDGeometryPolygonsInput* inputPosition = polys->FindInput(FUDaeGeometryInput::POSITION);
FCDGeometryPolygonsInput* inputNormal = polys->FindInput(FUDaeGeometryInput::NORMAL);
FCDGeometryPolygonsInput* inputTexcoord = polys->FindInput(FUDaeGeometryInput::TEXCOORD);
UInt32List* indicesPosition = polys->FindIndices(inputPosition);
UInt32List* indicesNormal = polys->FindIndices(inputNormal);
UInt32List* indicesTexcoord = polys->FindIndices(inputTexcoord);
assert(indicesPosition);
assert(indicesNormal);
assert(indicesTexcoord); // TODO - should be optional, because textureless meshes aren't unreasonable
size_t numVertices = polys->GetFaceVertexCount();
assert(indicesPosition->size() == numVertices);
assert(indicesNormal ->size() == numVertices);
assert(indicesTexcoord->size() == numVertices);
FCDGeometrySource* sourcePosition = inputPosition->GetSource();
FCDGeometrySource* sourceNormal = inputNormal ->GetSource();
FCDGeometrySource* sourceTexcoord = inputTexcoord->GetSource();
const FloatList& dataPosition = sourcePosition->GetData();
const FloatList& dataNormal = sourceNormal ->GetData();
const FloatList& dataTexcoord = sourceTexcoord->GetData();
if (skin)
{
size_t numVertexPositions = dataPosition.size() / sourcePosition->GetStride();
assert(skin->GetVertexInfluenceCount() == numVertexPositions);
}
uint32 stridePosition = sourcePosition->GetStride();
uint32 strideNormal = sourceNormal ->GetStride();
uint32 strideTexcoord = sourceTexcoord->GetStride();
UInt32List indicesCombined;
std::vector<VertexData> vertexes;
InserterWithoutDuplicates<VertexData> inserter(vertexes);
for (size_t i = 0; i < numVertices; ++i)
{
FCDJointWeightPairList weights;
if (skin)
{
weights = *skin->GetInfluences((*indicesPosition)[i]);
CanonicaliseWeights(weights);
}
VertexData vtx (
&dataPosition[(*indicesPosition)[i]*stridePosition],
&dataNormal [(*indicesNormal )[i]*strideNormal],
&dataTexcoord[(*indicesTexcoord)[i]*strideTexcoord],
weights
);
size_t idx = inserter.add(vtx);
indicesCombined.push_back((uint32)idx);
}
// TODO: rearrange indicesCombined (and rearrange vertexes to match) to use
// the vertex cache efficiently
// (<http://home.comcast.net/~tom_forsyth/papers/fast_vert_cache_opt.html> etc)
FloatList newDataPosition;
FloatList newDataNormal;
FloatList newDataTexcoord;
FCDWeightedMatches newWeightedMatches;
for (size_t i = 0; i < vertexes.size(); ++i)
{
newDataPosition.push_back(vertexes[i].x);
newDataPosition.push_back(vertexes[i].y);
newDataPosition.push_back(vertexes[i].z);
newDataNormal .push_back(vertexes[i].nx);
newDataNormal .push_back(vertexes[i].ny);
newDataNormal .push_back(vertexes[i].nz);
newDataTexcoord.push_back(vertexes[i].u);
newDataTexcoord.push_back(vertexes[i].v);
newWeightedMatches.push_back(vertexes[i].weights);
}
// (Slightly wasteful to duplicate this array so many times, but FCollada
// doesn't seem to support multiple inputs with the same source data)
*indicesPosition = indicesCombined;
*indicesNormal = indicesCombined;
*indicesTexcoord = indicesCombined;
sourcePosition->SetSourceData(newDataPosition, 3);
sourceNormal ->SetSourceData(newDataNormal, 3);
sourceTexcoord->SetSourceData(newDataTexcoord, 3);
if (skin)
skin->GetWeightedMatches() = newWeightedMatches;
}