0ad/source/collada/PMDConvert.cpp
janwas 9662666403 more string drudgery
- sprintf, snprintf -> sprintf_s (ensures 0-termination of result)
- use %s instead of %hs with sprintf_s to avoid GCC warnings
- convert h_mgr's to_string to unicode

This was SVN commit r7170.
2009-11-06 10:59:10 +00:00

579 lines
19 KiB
C++

/* Copyright (C) 2009 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#include "precompiled.h"
#include "PMDConvert.h"
#include "CommonConvert.h"
#include "FCollada.h"
#include "FCDocument/FCDAsset.h"
#include "FCDocument/FCDocument.h"
#include "FCDocument/FCDocumentTools.h"
#include "FCDocument/FCDController.h"
#include "FCDocument/FCDControllerInstance.h"
#include "FCDocument/FCDGeometry.h"
#include "FCDocument/FCDGeometryMesh.h"
#include "FCDocument/FCDGeometryPolygons.h"
#include "FCDocument/FCDGeometryPolygonsInput.h"
#include "FCDocument/FCDGeometryPolygonsTools.h"
#include "FCDocument/FCDGeometrySource.h"
#include "FCDocument/FCDSceneNode.h"
#include "FCDocument/FCDSkinController.h"
#include "StdSkeletons.h"
#include "Decompose.h"
#include "Maths.h"
#include "GeomReindex.h"
#include <cassert>
#include <vector>
const size_t maxInfluences = 4;
struct VertexBlend
{
uint8 bones[maxInfluences];
float weights[maxInfluences];
};
VertexBlend defaultInfluences = { { 0xFF, 0xFF, 0xFF, 0xFF }, { 0, 0, 0, 0 } };
struct PropPoint
{
std::string name;
float translation[3];
float orientation[4];
uint8 bone;
};
// Based on FMVector3::Normalize, but that function uses a static member
// FMVector3::XAxis which causes irritating linker errors. Rather than trying
// to make that XAxis work in a cross-platform way, just reimplement Normalize:
static FMVector3 FMVector3_Normalize(const FMVector3& vec)
{
float l = vec.Length();
if (l > 0.0f)
return FMVector3(vec.x/l, vec.y/l, vec.z/l);
else
return FMVector3(1.0f, 0.0f, 0.0f);
}
class PMDConvert
{
public:
/**
* Converts a COLLADA XML document into the PMD mesh format.
*
* @param input XML document to parse
* @param output callback for writing the PMD data; called lots of times
* with small strings
* @param xmlErrors output - errors reported by the XML parser
* @throws ColladaException on failure
*/
static void ColladaToPMD(const char* input, OutputCB& output, std::string& xmlErrors)
{
CommonConvert converter(input, xmlErrors);
if (converter.GetInstance().GetEntity()->GetType() == FCDEntity::GEOMETRY)
{
Log(LOG_INFO, "Found static geometry");
FCDGeometryPolygons* polys = GetPolysFromGeometry((FCDGeometry*)converter.GetInstance().GetEntity());
// Convert the geometry into a suitable form for the game
ReindexGeometry(polys);
FCDGeometryPolygonsInput* inputPosition = polys->FindInput(FUDaeGeometryInput::POSITION);
FCDGeometryPolygonsInput* inputNormal = polys->FindInput(FUDaeGeometryInput::NORMAL);
FCDGeometryPolygonsInput* inputTexcoord = polys->FindInput(FUDaeGeometryInput::TEXCOORD);
const uint32* indicesCombined = inputPosition->GetIndices();
size_t indicesCombinedCount = inputPosition->GetIndexCount();
// (ReindexGeometry guarantees position/normal/texcoord have the same indexes)
FCDGeometrySource* sourcePosition = inputPosition->GetSource();
FCDGeometrySource* sourceNormal = inputNormal ->GetSource();
FCDGeometrySource* sourceTexcoord = inputTexcoord->GetSource();
float* dataPosition = sourcePosition->GetData();
float* dataNormal = sourceNormal ->GetData();
float* dataTexcoord = sourceTexcoord->GetData();
size_t vertexCount = sourcePosition->GetDataCount() / 3;
assert(sourcePosition->GetDataCount() == vertexCount*3);
assert(sourceNormal ->GetDataCount() == vertexCount*3);
assert(sourceTexcoord->GetDataCount() == vertexCount*2);
TransformVertices(dataPosition, dataNormal, vertexCount, converter.GetEntityTransform(), converter.IsYUp());
std::vector<VertexBlend> boneWeights;
std::vector<BoneTransform> boneTransforms;
std::vector<PropPoint> propPoints;
AddDefaultPropPoints(propPoints);
WritePMD(output, indicesCombined, indicesCombinedCount, dataPosition, dataNormal, dataTexcoord, vertexCount, boneWeights, boneTransforms, propPoints);
}
else if (converter.GetInstance().GetType() == FCDEntityInstance::CONTROLLER)
{
Log(LOG_INFO, "Found skinned geometry");
FCDControllerInstance& controllerInstance = static_cast<FCDControllerInstance&>(converter.GetInstance());
// (NB: GetType is deprecated and should be replaced with HasType,
// except that has irritating linker errors when using a DLL, so don't
// bother)
assert(converter.GetInstance().GetEntity()->GetType() == FCDEntity::CONTROLLER); // assume this is always true?
FCDController* controller = static_cast<FCDController*>(converter.GetInstance().GetEntity());
FCDSkinController* skin = controller->GetSkinController();
REQUIRE(skin != NULL, "is skin controller");
FixSkeletonRoots(controllerInstance);
// Data for joints is stored in two places - avoid overflows by limiting
// to the minimum of the two sizes, and warn if they're different (which
// happens in practice for slightly-broken meshes)
size_t jointCount = std::min(skin->GetJointCount(), controllerInstance.GetJointCount());
if (skin->GetJointCount() != controllerInstance.GetJointCount())
{
Log(LOG_WARNING, "Mismatched bone counts (skin has %d, skeleton has %d)",
skin->GetJointCount(), controllerInstance.GetJointCount());
for (size_t i = 0; i < skin->GetJointCount(); ++i)
Log(LOG_INFO, "Skin joint %d: %s", i, skin->GetJoint(i)->GetId().c_str());
for (size_t i = 0; i < controllerInstance.GetJointCount(); ++i)
Log(LOG_INFO, "Skeleton joint %d: %s", i, controllerInstance.GetJoint(i)->GetName().c_str());
}
// Get the skinned mesh for this entity
FCDGeometry* baseGeometry = controller->GetBaseGeometry();
REQUIRE(baseGeometry != NULL, "controller has base geometry");
FCDGeometryPolygons* polys = GetPolysFromGeometry(baseGeometry);
// Make sure it doesn't use more bones per vertex than the game can handle
SkinReduceInfluences(skin, maxInfluences, 0.001f);
// Convert the geometry into a suitable form for the game
ReindexGeometry(polys, skin);
const Skeleton& skeleton = FindSkeleton(controllerInstance);
// Convert the bone influences into VertexBlend structures for the PMD:
bool hasComplainedAboutNonexistentJoints = false; // because we want to emit a warning only once
std::vector<VertexBlend> boneWeights; // one per vertex
const FCDSkinControllerVertex* vertexInfluences = skin->GetVertexInfluences();
for (size_t i = 0; i < skin->GetInfluenceCount(); ++i)
{
VertexBlend influences = defaultInfluences;
assert(vertexInfluences[i].GetPairCount() <= maxInfluences);
// guaranteed by ReduceInfluences; necessary for avoiding
// out-of-bounds writes to the VertexBlend
for (size_t j = 0; j < vertexInfluences[i].GetPairCount(); ++j)
{
uint32 jointIdx = vertexInfluences[i].GetPair(j)->jointIndex;
REQUIRE(jointIdx <= 0xFF, "sensible number of joints (<256)"); // because we only have a u8 to store them in
// Find the joint on the skeleton, after checking it really exists
FCDSceneNode* joint = NULL;
if (jointIdx < controllerInstance.GetJointCount())
joint = controllerInstance.GetJoint(jointIdx);
// Complain on error
if (! joint)
{
if (! hasComplainedAboutNonexistentJoints)
{
Log(LOG_WARNING, "Vertexes influenced by nonexistent joint");
hasComplainedAboutNonexistentJoints = true;
}
continue;
}
// Store into the VertexBlend
int boneId = skeleton.GetBoneID(joint->GetName().c_str());
if (boneId < 0)
{
// The relevant joint does exist, but it's not a recognised
// bone in our chosen skeleton structure
Log(LOG_ERROR, "Vertex influenced by unrecognised bone '%s'", joint->GetName().c_str());
continue;
}
influences.bones[j] = (uint8)boneId;
influences.weights[j] = vertexInfluences[i].GetPair(j)->weight;
}
boneWeights.push_back(influences);
}
// Convert the bind pose into BoneTransform structures for the PMD:
BoneTransform boneDefault = { { 0, 0, 0 }, { 0, 0, 0, 1 } }; // identity transform
std::vector<BoneTransform> boneTransforms (skeleton.GetBoneCount(), boneDefault);
for (size_t i = 0; i < jointCount; ++i)
{
FCDSceneNode* joint = controllerInstance.GetJoint(i);
int boneId = skeleton.GetRealBoneID(joint->GetName().c_str());
if (boneId < 0)
{
// unrecognised joint - it's probably just a prop point
// or something, so ignore it
continue;
}
FMMatrix44 bindPose = skin->GetJoint(i)->GetBindPoseInverse().Inverted();
HMatrix matrix;
memcpy(matrix, bindPose.Transposed().m, sizeof(matrix));
// set matrix = bindPose^T, to match what decomp_affine wants
AffineParts parts;
decomp_affine(matrix, &parts);
BoneTransform b = {
{ parts.t.x, parts.t.y, parts.t.z },
{ parts.q.x, parts.q.y, parts.q.z, parts.q.w }
};
boneTransforms[boneId] = b;
}
// Construct the list of prop points.
// Currently takes all objects that are directly attached to a
// standard bone, and whose name begins with "prop-".
std::vector<PropPoint> propPoints;
AddDefaultPropPoints(propPoints);
for (size_t i = 0; i < jointCount; ++i)
{
FCDSceneNode* joint = controllerInstance.GetJoint(i);
int boneId = skeleton.GetBoneID(joint->GetName().c_str());
if (boneId < 0)
{
// unrecognised joint name - ignore, same as before
continue;
}
// Check all the objects attached to this bone
for (size_t j = 0; j < joint->GetChildrenCount(); ++j)
{
FCDSceneNode* child = joint->GetChild(j);
if (child->GetName().find("prop-") != 0)
{
// doesn't begin with "prop-", so skip it
continue;
}
// Strip off the "prop-" from the name
std::string propPointName (child->GetName().substr(5));
Log(LOG_INFO, "Adding prop point %s", propPointName.c_str());
// Get translation and orientation of local transform
FMMatrix44 localTransform = child->ToMatrix();
HMatrix matrix;
memcpy(matrix, localTransform.Transposed().m, sizeof(matrix));
AffineParts parts;
decomp_affine(matrix, &parts);
// Add prop point to list
PropPoint p = {
propPointName,
{ parts.t.x, parts.t.y, parts.t.z },
{ parts.q.x, parts.q.y, parts.q.z, parts.q.w },
(uint8)boneId
};
propPoints.push_back(p);
}
}
// Get the raw vertex data
FCDGeometryPolygonsInput* inputPosition = polys->FindInput(FUDaeGeometryInput::POSITION);
FCDGeometryPolygonsInput* inputNormal = polys->FindInput(FUDaeGeometryInput::NORMAL);
FCDGeometryPolygonsInput* inputTexcoord = polys->FindInput(FUDaeGeometryInput::TEXCOORD);
const uint32* indicesCombined = inputPosition->GetIndices();
size_t indicesCombinedCount = inputPosition->GetIndexCount();
// (ReindexGeometry guarantees position/normal/texcoord have the same indexes)
FCDGeometrySource* sourcePosition = inputPosition->GetSource();
FCDGeometrySource* sourceNormal = inputNormal ->GetSource();
FCDGeometrySource* sourceTexcoord = inputTexcoord->GetSource();
float* dataPosition = sourcePosition->GetData();
float* dataNormal = sourceNormal ->GetData();
float* dataTexcoord = sourceTexcoord->GetData();
size_t vertexCount = sourcePosition->GetDataCount() / 3;
assert(sourcePosition->GetDataCount() == vertexCount*3);
assert(sourceNormal ->GetDataCount() == vertexCount*3);
assert(sourceTexcoord->GetDataCount() == vertexCount*2);
TransformVertices(dataPosition, dataNormal, vertexCount, boneTransforms, propPoints,
converter.GetEntityTransform(), skin->GetBindShapeTransform(),
converter.IsYUp(), converter.IsXSI());
WritePMD(output, indicesCombined, indicesCombinedCount, dataPosition, dataNormal, dataTexcoord, vertexCount, boneWeights, boneTransforms, propPoints);
}
else
{
throw ColladaException("Unrecognised object type");
}
}
/**
* Adds the default "root" prop-point.
*/
static void AddDefaultPropPoints(std::vector<PropPoint>& propPoints)
{
PropPoint root;
root.name = "root";
root.translation[0] = root.translation[1] = root.translation[2] = 0.0f;
root.orientation[0] = root.orientation[1] = root.orientation[2] = 0.0f;
root.orientation[3] = 1.0f;
root.bone = 0xFF;
propPoints.push_back(root);
}
/**
* Writes the model data in the PMD format.
*/
static void WritePMD(OutputCB& output,
const uint32* indices, size_t indexCount,
const float* position, const float* normal, const float* texcoord, size_t vertexCount,
const std::vector<VertexBlend>& boneWeights, const std::vector<BoneTransform>& boneTransforms,
const std::vector<PropPoint>& propPoints)
{
static const VertexBlend noBlend = { { 0xFF, 0xFF, 0xFF, 0xFF }, { 0, 0, 0, 0 } };
size_t faceCount = indexCount/3;
size_t boneCount = boneTransforms.size();
if (boneCount)
assert(boneWeights.size() == vertexCount);
size_t propPointsSize = 0; // can't calculate this statically, so loop over all the prop points
for (size_t i = 0; i < propPoints.size(); ++i)
{
propPointsSize += 4 + propPoints[i].name.length();
propPointsSize += 3*4 + 4*4 + 1;
}
output("PSMD", 4); // magic number
write(output, (uint32)3); // version number
write(output, (uint32)(
4 + 13*4*vertexCount + // vertices
4 + 6*faceCount + // faces
4 + 7*4*boneCount + // bones
4 + propPointsSize // props
)); // data size
// Vertex data
write<uint32>(output, (uint32)vertexCount);
for (size_t i = 0; i < vertexCount; ++i)
{
output((char*)&position[i*3], 12);
output((char*)&normal [i*3], 12);
output((char*)&texcoord[i*2], 8);
if (boneCount)
write(output, boneWeights[i]);
else
write(output, noBlend);
}
// Face data
write(output, (uint32)faceCount);
for (size_t i = 0; i < indexCount; ++i)
{
write(output, (uint16)indices[i]);
}
// Bones data
write(output, (uint32)boneCount);
for (size_t i = 0; i < boneCount; ++i)
{
output((char*)&boneTransforms[i], 7*4);
}
// Prop points data
write(output, (uint32)propPoints.size());
for (size_t i = 0; i < propPoints.size(); ++i)
{
uint32 nameLen = (uint32)propPoints[i].name.length();
write(output, nameLen);
output(propPoints[i].name.c_str(), nameLen);
write(output, propPoints[i].translation);
write(output, propPoints[i].orientation);
write(output, propPoints[i].bone);
}
}
static FCDGeometryPolygons* GetPolysFromGeometry(FCDGeometry* geom)
{
REQUIRE(geom->IsMesh(), "geometry is mesh");
FCDGeometryMesh* mesh = geom->GetMesh();
// if (! mesh->IsTriangles())
// FCDGeometryPolygonsTools::Triangulate(mesh);
// disabled for now - just let the exporter triangulate the mesh
REQUIRE(mesh->IsTriangles(), "mesh is made of triangles");
REQUIRE(mesh->GetPolygonsCount() == 1, "mesh has single set of polygons");
FCDGeometryPolygons* polys = mesh->GetPolygons(0);
REQUIRE(polys->FindInput(FUDaeGeometryInput::POSITION) != NULL, "mesh has vertex positions");
REQUIRE(polys->FindInput(FUDaeGeometryInput::NORMAL) != NULL, "mesh has vertex normals");
REQUIRE(polys->FindInput(FUDaeGeometryInput::TEXCOORD) != NULL, "mesh has vertex tex coords");
return polys;
}
/**
* Applies world-space transform to vertex data, and flips into other-handed
* coordinate space.
*/
static void TransformVertices(float* position, float* normal, size_t vertexCount,
const FMMatrix44& transform, bool yUp)
{
for (size_t i = 0; i < vertexCount; ++i)
{
FMVector3 pos (&position[i*3], 0);
FMVector3 norm (&normal[i*3], 0);
// Apply the scene-node transforms
pos = transform.TransformCoordinate(pos);
norm = FMVector3_Normalize(transform.TransformVector(norm));
// Convert from Y_UP or Z_UP to the game's coordinate system
if (yUp)
{
pos.z = -pos.z;
norm.z = -norm.z;
}
else
{
std::swap(pos.y, pos.z);
std::swap(norm.y, norm.z);
}
// Copy back to array
position[i*3] = pos.x;
position[i*3+1] = pos.y;
position[i*3+2] = pos.z;
normal[i*3] = norm.x;
normal[i*3+1] = norm.y;
normal[i*3+2] = norm.z;
}
}
static void TransformVertices(float* position, float* normal, size_t vertexCount,
std::vector<BoneTransform>& bones, std::vector<PropPoint>& propPoints,
const FMMatrix44& transform, const FMMatrix44& bindTransform, bool yUp, bool isXSI)
{
FMMatrix44 scaledTransform; // for vertexes
FMMatrix44 scaleMatrix; // for bones
// HACK: see comment in PSAConvert::TransformVertices
if (isXSI)
{
scaleMatrix = DecomposeToScaleMatrix(transform);
scaledTransform = DecomposeToScaleMatrix(bindTransform) * transform;
}
else
{
scaleMatrix = FMMatrix44_Identity;
scaledTransform = bindTransform;
}
// Update the vertex positions and normals
for (size_t i = 0; i < vertexCount; ++i)
{
FMVector3 pos (&position[i*3], 0);
FMVector3 norm (&normal[i*3], 0);
// Apply the scene-node transforms
pos = scaledTransform.TransformCoordinate(pos);
norm = FMVector3_Normalize(scaledTransform.TransformVector(norm));
// Convert from Y_UP or Z_UP to the game's coordinate system
if (yUp)
{
pos.z = -pos.z;
norm.z = -norm.z;
}
else
{
std::swap(pos.y, pos.z);
std::swap(norm.y, norm.z);
}
// and copy back into the original array
position[i*3] = pos.x;
position[i*3+1] = pos.y;
position[i*3+2] = pos.z;
normal[i*3] = norm.x;
normal[i*3+1] = norm.y;
normal[i*3+2] = norm.z;
}
TransformBones(bones, scaleMatrix, yUp);
// And do the same for prop points
for (size_t i = 0; i < propPoints.size(); ++i)
{
if (yUp)
{
propPoints[i].translation[0] = -propPoints[i].translation[0];
propPoints[i].orientation[0] = -propPoints[i].orientation[0];
propPoints[i].orientation[3] = -propPoints[i].orientation[3];
}
else
{
std::swap(propPoints[i].translation[1], propPoints[i].translation[2]);
std::swap(propPoints[i].orientation[1], propPoints[i].orientation[2]);
propPoints[i].orientation[3] = -propPoints[i].orientation[3];
}
}
}
};
// The above stuff is just in a class since I don't like having to bother
// with forward declarations of functions - but provide the plain function
// interface here:
void ColladaToPMD(const char* input, OutputCB& output, std::string& xmlErrors)
{
PMDConvert::ColladaToPMD(input, output, xmlErrors);
}