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forked from 0ad/0ad
0ad/source/collada/PMDConvert.cpp
Ykkrosh 3573c4a4e3 # Optimisations for Linux
GCC: Don't export symbols from DSOs by default - see
http://gcc.gnu.org/wiki/Visibility

This was SVN commit r4812.
2007-01-26 18:26:45 +00:00

363 lines
12 KiB
C++

#include "precompiled.h"
#include "PMDConvert.h"
#include "CommonConvert.h"
#include "FCollada.h"
#include "FCDocument/FCDocument.h"
#include "FCDocument/FCDController.h"
#include "FCDocument/FCDGeometry.h"
#include "FCDocument/FCDGeometryMesh.h"
#include "FCDocument/FCDGeometryPolygons.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 BoneTransform
{
float translation[3];
float orientation[4];
};
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)
{
FUStatus ret;
// Grab all the error output from libxml2. Be careful to never use
// libxml2 outside this function without having first set/reset the
// errorfunc (since xmlErrors won't be valid any more).
xmlSetGenericErrorFunc(&xmlErrors, &errorHandler);
std::auto_ptr<FCDocument> doc (FCollada::NewTopDocument());
REQUIRE_SUCCESS(doc->LoadFromText("", input));
FCDSceneNode* root = doc->GetVisualSceneRoot();
// Find the instance to convert
FCDEntityInstance* instance;
FMMatrix44 transform;
if (! FindSingleInstance(root, instance, transform))
throw ColladaException("Couldn't find object to convert");
assert(instance);
Log(LOG_INFO, "Converting '%s'", instance->GetEntity()->GetName().c_str());
if (instance->GetEntity()->GetType() == FCDEntity::GEOMETRY)
{
Log(LOG_INFO, "Found static geometry");
FCDGeometryPolygons* polys = GetPolysFromGeometry((FCDGeometry*)instance->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);
UInt32List* indicesCombined = polys->FindIndices(inputPosition); // guaranteed by ReindexGeometry
FCDGeometrySource* sourcePosition = inputPosition->GetSource();
FCDGeometrySource* sourceNormal = inputNormal ->GetSource();
FCDGeometrySource* sourceTexcoord = inputTexcoord->GetSource();
FloatList& dataPosition = sourcePosition->GetSourceData();
FloatList& dataNormal = sourceNormal ->GetSourceData();
FloatList& dataTexcoord = sourceTexcoord->GetSourceData();
TransformVertices(dataPosition, dataNormal, transform);
std::vector<VertexBlend> boneWeights;
std::vector<BoneTransform> boneTransforms;
WritePMD(output, *indicesCombined, dataPosition, dataNormal, dataTexcoord, boneWeights, boneTransforms);
}
else if (instance->GetEntity()->GetType() == FCDEntity::CONTROLLER)
{
FCDController* controller = (FCDController*)instance->GetEntity();
REQUIRE(controller->HasSkinController(), "has skin controller");
FCDSkinController* skin = controller->GetSkinController();
// Get the skinned mesh for this entity
FCDEntity* baseTarget = controller->GetBaseTarget();
REQUIRE(baseTarget->GetType() == FCDEntity::GEOMETRY, "base target is geometry");
FCDGeometryPolygons* polys = GetPolysFromGeometry((FCDGeometry*)baseTarget);
// 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);
// Convert the bone influences into VertexBlend structures for the PMD:
bool hasComplainedAboutNonexistentJoints = false;
std::vector<VertexBlend> boneWeights; // one per vertex
const FCDWeightedMatches& vertexInfluences = skin->GetVertexInfluences();
for (size_t i = 0; i < vertexInfluences.size(); ++i)
{
VertexBlend influences = defaultInfluences;
assert(vertexInfluences[i].size() <= maxInfluences); // guaranteed by ReduceInfluences
for (size_t j = 0; j < vertexInfluences[i].size(); ++j)
{
uint32 jointIdx = vertexInfluences[i][j].jointIndex;
REQUIRE(jointIdx <= 0xFF, "sensible number of joints");
FCDSceneNode* joint = skin->GetJoint(jointIdx)->joint;
if (! joint)
{
if (! hasComplainedAboutNonexistentJoints)
{
Log(LOG_WARNING, "Vertexes influenced by nonexistent joint");
hasComplainedAboutNonexistentJoints = true;
}
continue;
}
int boneId = StdSkeletons::FindStandardBoneID(joint->GetName());
REQUIRE(boneId >= 0, "recognised bone name");
influences.bones[j] = (uint8)boneId;
influences.weights[j] = vertexInfluences[i][j].weight;
}
boneWeights.push_back(influences);
}
BoneTransform boneDefault = { { 0, 0, 0 }, { 0, 0, 0, 1 } };
std::vector<BoneTransform> boneTransforms (StdSkeletons::GetBoneCount(), boneDefault);
transform = skin->GetBindShapeTransform();
for (size_t i = 0; i < skin->GetJointCount(); ++i)
{
FCDJointMatrixPair* joint = skin->GetJoint(i);
if (! joint->joint)
{
Log(LOG_WARNING, "Skin has nonexistent joint");
continue;
}
FMMatrix44 bindPose = joint->invertedBindPose.Inverted();
HMatrix matrix;
memcpy(matrix, bindPose.Transposed().m, sizeof(matrix));
// 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 }
};
int boneId = StdSkeletons::FindStandardBoneID(joint->joint->GetName());
REQUIRE(boneId >= 0, "recognised bone name");
boneTransforms[boneId] = b;
}
FCDGeometryPolygonsInput* inputPosition = polys->FindInput(FUDaeGeometryInput::POSITION);
FCDGeometryPolygonsInput* inputNormal = polys->FindInput(FUDaeGeometryInput::NORMAL);
FCDGeometryPolygonsInput* inputTexcoord = polys->FindInput(FUDaeGeometryInput::TEXCOORD);
UInt32List* indicesCombined = polys->FindIndices(inputPosition); // guaranteed by ReindexGeometry
FCDGeometrySource* sourcePosition = inputPosition->GetSource();
FCDGeometrySource* sourceNormal = inputNormal ->GetSource();
FCDGeometrySource* sourceTexcoord = inputTexcoord->GetSource();
FloatList& dataPosition = sourcePosition->GetSourceData();
FloatList& dataNormal = sourceNormal ->GetSourceData();
FloatList& dataTexcoord = sourceTexcoord->GetSourceData();
TransformVertices(dataPosition, dataNormal, boneTransforms, transform);
WritePMD(output, *indicesCombined, dataPosition, dataNormal, dataTexcoord, boneWeights, boneTransforms);
}
else
{
throw ColladaException("Unrecognised object type");
}
}
/**
* Writes the model data in the PMD format.
*/
static void WritePMD(OutputCB& output,
const UInt32List& indices,
const FloatList& position, const FloatList& normal, const FloatList& texcoord,
const std::vector<VertexBlend>& boneWeights, const std::vector<BoneTransform>& boneTransforms)
{
static const VertexBlend noBlend = { { 0xFF, 0xFF, 0xFF, 0xFF }, { 0, 0, 0, 0 } };
size_t vertexCount = position.size()/3;
size_t faceCount = indices.size()/3;
size_t boneCount = boneTransforms.size();
if (boneCount)
assert(boneWeights.size() == vertexCount);
output("PSMD", 4); // magic number
write<uint32>(output, 3); // version number
write<uint32>(output, (uint32)(
4 + 13*4*vertexCount + // vertices
4 + 6*faceCount + // faces
4 + 7*4*boneCount + // bones
4 + 0 // 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<uint32>(output, (uint32)faceCount);
for (size_t i = 0; i < indices.size(); ++i)
{
write(output, (uint16)indices[i]);
}
// Bones data
write<uint32>(output, (uint32)boneCount);
for (size_t i = 0; i < boneCount; ++i)
{
output((char*)&boneTransforms[i], 7*4);
}
// Prop points data
write<uint32>(output, 0);
}
static FCDGeometryPolygons* GetPolysFromGeometry(FCDGeometry* geom)
{
REQUIRE(geom->IsMesh(), "geometry is mesh");
FCDGeometryMesh* mesh = geom->GetMesh();
REQUIRE(mesh->IsTriangles(), "mesh is made of triangles");
REQUIRE(mesh->GetPolygonsCount() == 1, "mesh has single set of polygons");
return mesh->GetPolygons(0);
}
/**
* Applies world-space transform to vertex data, and flips into other-handed
* coordinate space.
*/
static void TransformVertices(FloatList& position, FloatList& normal, const FMMatrix44& transform)
{
for (size_t i = 0; i < position.size(); i += 3)
{
FMVector3 pos (position[i], position[i+1], position[i+2]);
FMVector3 norm (normal[i], normal[i+1], normal[i+2]);
// Apply the scene-node transforms
pos = transform.TransformCoordinate(pos);
norm = transform.TransformVector(norm).Normalize();
// Copy back to array, while switching the coordinate system around
position[i+0] = pos.x;
position[i+1] = pos.z;
position[i+2] = pos.y;
normal[i+0] = norm.x;
normal[i+1] = norm.z;
normal[i+2] = norm.y;
}
}
static void TransformVertices(FloatList& position, FloatList& normal, std::vector<BoneTransform>& bones, const FMMatrix44& transform)
{
for (size_t vtxId = 0; vtxId < position.size()/3; ++vtxId)
{
FMVector3 pos (&position[vtxId*3], 0);
FMVector3 norm (&normal[vtxId*3], 0);
// Apply the scene-node transforms
pos = transform.TransformCoordinate(pos);
norm = transform.TransformVector(norm).Normalize();
// Switch from Max's coordinate system into the game's:
std::swap(pos.y, pos.z);
std::swap(norm.y, norm.z);
// and copy back into the original array
position[vtxId*3+0] = pos.x;
position[vtxId*3+1] = pos.y;
position[vtxId*3+2] = pos.z;
normal[vtxId*3+0] = norm.x;
normal[vtxId*3+1] = norm.y;
normal[vtxId*3+2] = norm.z;
}
// We also need to change the bone rest states into the new coordinate
// system, so it'll look correct when displayed without any animation
// applied to the skeleton.
for (size_t i = 0; i < bones.size(); ++i)
{
// Convert bone translations from xyz into xzy axes:
std::swap(bones[i].translation[1], bones[i].translation[2]);
// To convert the quaternions: imagine you're using the axis/angle
// representation, then swap the y,z basis vectors and change the
// direction of rotation by negating the angle ( => negating sin(angle)
// => negating x,y,z => changing (x,y,z,w) to (-x,-z,-y,w)
// but then (-x,-z,-y,w) == (x,z,y,-w) so do that instead)
std::swap(bones[i].orientation[1], bones[i].orientation[2]);
bones[i].orientation[3] = -bones[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);
}