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forked from 0ad/0ad
0ad/source/collada/CommonConvert.cpp
Yves 89aef0b6eb Cinematic camera core functionality. Patch by Vladislav Belov.
Based on existing code that was still around from an old(not working)
implementation.
Supports basic control from trigger scirpts (queue, start and stop
camera paths) and works in multiplayer.

This was SVN commit r17594.
2016-01-03 12:41:04 +00:00

451 lines
14 KiB
C++

/* Copyright (C) 2016 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 "CommonConvert.h"
#include "StdSkeletons.h"
#include "XMLFix.h"
#include "FCollada.h"
#include "FCDocument/FCDSceneNode.h"
#include "FCDocument/FCDSkinController.h"
#include "FUtils/FUDaeSyntax.h"
#include "FUtils/FUFileManager.h"
#include <cassert>
#include <algorithm>
void require_(int line, bool value, const char* type, const char* message)
{
if (value) return;
char linestr[16];
sprintf(linestr, "%d", line);
throw ColladaException(std::string(type) + " (line " + linestr + "): " + message);
}
/** Error handler for libxml2 */
void errorHandler(void* ctx, const char* msg, ...)
{
char buffer[1024];
va_list ap;
va_start(ap, msg);
vsnprintf(buffer, sizeof(buffer), msg, ap);
buffer[sizeof(buffer)-1] = '\0';
va_end(ap);
*((std::string*)ctx) += buffer;
}
FColladaErrorHandler::FColladaErrorHandler(std::string& xmlErrors_)
: xmlErrors(xmlErrors_)
{
// Grab all the error output from libxml2, for useful error reporting
xmlSetGenericErrorFunc(&xmlErrors, &errorHandler);
FUError::AddErrorCallback(FUError::DEBUG_LEVEL, this, &FColladaErrorHandler::OnError);
FUError::AddErrorCallback(FUError::WARNING_LEVEL, this, &FColladaErrorHandler::OnError);
FUError::AddErrorCallback(FUError::ERROR_LEVEL, this, &FColladaErrorHandler::OnError);
}
FColladaErrorHandler::~FColladaErrorHandler()
{
xmlSetGenericErrorFunc(NULL, NULL);
FUError::RemoveErrorCallback(FUError::DEBUG_LEVEL, this, &FColladaErrorHandler::OnError);
FUError::RemoveErrorCallback(FUError::WARNING_LEVEL, this, &FColladaErrorHandler::OnError);
FUError::RemoveErrorCallback(FUError::ERROR_LEVEL, this, &FColladaErrorHandler::OnError);
}
void FColladaErrorHandler::OnError(FUError::Level errorLevel, uint32 errorCode, uint32 UNUSED(lineNumber))
{
// Ignore warnings about missing materials, since we ignore materials entirely anyway
if (errorCode == FUError::WARNING_INVALID_POLYGON_MAT_SYMBOL)
return;
const char* errorString = FUError::GetErrorString((FUError::Code) errorCode);
if (! errorString)
errorString = "Unknown error code";
if (errorLevel == FUError::DEBUG_LEVEL)
Log(LOG_INFO, "FCollada %d: %s", errorCode, errorString);
else if (errorLevel == FUError::WARNING_LEVEL)
Log(LOG_WARNING, "FCollada %d: %s", errorCode, errorString);
else
throw ColladaException(errorString);
}
//////////////////////////////////////////////////////////////////////////
void FColladaDocument::LoadFromText(const char *text)
{
document.reset(FCollada::NewTopDocument());
const char* newText = NULL;
size_t newTextSize = 0;
FixBrokenXML(text, &newText, &newTextSize);
// Log(LOG_INFO, "%s", newText);
bool status = FCollada::LoadDocumentFromMemory("unknown.dae", document.get(), (void*)newText, newTextSize);
if (newText != text)
xmlFree((void*)newText);
REQUIRE_SUCCESS(status);
}
void FColladaDocument::ReadExtras(xmlNode* UNUSED(colladaNode))
{
// TODO: This was needed to recognise and load XSI models.
// XSI support should be reintroduced some time, but this function
// may not be necessary since FCollada might now provide access to the
// 'extra' data via a proper API.
/*
if (! IsEquivalent(colladaNode->name, DAE_COLLADA_ELEMENT))
return;
extra.reset(new FCDExtra(document.get()));
xmlNodeList extraNodes;
FUXmlParser::FindChildrenByType(colladaNode, DAE_EXTRA_ELEMENT, extraNodes);
for (xmlNodeList::iterator it = extraNodes.begin(); it != extraNodes.end(); ++it)
{
xmlNode* extraNode = (*it);
extra->LoadFromXML(extraNode);
}
*/
}
//////////////////////////////////////////////////////////////////////////
CommonConvert::CommonConvert(const char* text, std::string& xmlErrors)
: m_Err(xmlErrors)
{
m_Doc.LoadFromText(text);
FCDSceneNode* root = m_Doc.GetDocument()->GetVisualSceneRoot();
REQUIRE(root != NULL, "has root object");
// Find the instance to convert
if (! FindSingleInstance(root, m_Instance, m_EntityTransform))
throw ColladaException("Couldn't find object to convert");
assert(m_Instance);
Log(LOG_INFO, "Converting '%s'", m_Instance->GetEntity()->GetName().c_str());
m_IsXSI = false;
FCDAsset* asset = m_Doc.GetDocument()->GetAsset();
if (asset && asset->GetContributorCount() >= 1)
{
std::string tool (asset->GetContributor(0)->GetAuthoringTool());
if (tool.find("XSI") != tool.npos)
m_IsXSI = true;
}
FMVector3 upAxis = m_Doc.GetDocument()->GetAsset()->GetUpAxis();
m_YUp = (upAxis.y != 0); // assume either Y_UP or Z_UP (TODO: does anyone ever do X_UP?)
}
CommonConvert::~CommonConvert()
{
}
//////////////////////////////////////////////////////////////////////////
// HACK: The originals don't get exported properly from FCollada (3.02, DLL), so define
// them here instead of fixing it correctly.
const FMVector3 FMVector3_XAxis(1.0f, 0.0f, 0.0f);
static float identity[] = { 1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,1 };
FMMatrix44 FMMatrix44_Identity(identity);
struct FoundInstance
{
FCDEntityInstance* instance;
FMMatrix44 transform;
};
static bool IsVisible_XSI(FCDSceneNode* node, bool& visible)
{
// Look for <extra><technique profile="XSI"><SI_Visibility><xsi_param sid="visibility">
FCDExtra* extra = node->GetExtra();
if (! extra) return false;
FCDEType* type = extra->GetDefaultType();
if (! type) return false;
FCDETechnique* technique = type->FindTechnique("XSI");
if (! technique) return false;
FCDENode* visibility1 = technique->FindChildNode("SI_Visibility");
if (! visibility1) return false;
FCDENode* visibility2 = visibility1->FindChildNode("xsi_param");
if (! visibility2) return false;
if (IsEquivalent(visibility2->GetContent(), "TRUE"))
visible = true;
else if (IsEquivalent(visibility2->GetContent(), "FALSE"))
visible = false;
return true;
}
static bool IsVisible(FCDSceneNode* node)
{
bool visible = false;
// Try the XSI visibility property
if (IsVisible_XSI(node, visible))
return visible;
// Else fall back to the FCollada-specific setting
visible = (node->GetVisibility() != 0.0);
return visible;
}
/**
* Recursively finds all entities under the current node. If onlyMarked is
* set, only matches entities where the user-defined property was set to
* "export" in the modelling program.
*
* @param node root of subtree to search
* @param instances output - appends matching entities
* @param transform transform matrix of current subtree
* @param onlyMarked only match entities with "export" property
*/
static void FindInstances(FCDSceneNode* node, std::vector<FoundInstance>& instances, const FMMatrix44& transform, bool onlyMarked)
{
for (size_t i = 0; i < node->GetChildrenCount(); ++i)
{
FCDSceneNode* child = node->GetChild(i);
FindInstances(child, instances, transform * node->ToMatrix(), onlyMarked);
}
for (size_t i = 0; i < node->GetInstanceCount(); ++i)
{
if (onlyMarked)
{
if (node->GetNote() != "export")
continue;
}
// Only accept instances of appropriate types, and not e.g. lights
FCDEntity::Type type = node->GetInstance(i)->GetEntityType();
if (! (type == FCDEntity::GEOMETRY || type == FCDEntity::CONTROLLER))
continue;
// Ignore invisible objects, because presumably nobody wanted to export them
if (! IsVisible(node))
continue;
FoundInstance f;
f.transform = transform * node->ToMatrix();
f.instance = node->GetInstance(i);
instances.push_back(f);
Log(LOG_INFO, "Found convertible object '%s'", node->GetName().c_str());
}
}
bool FindSingleInstance(FCDSceneNode* node, FCDEntityInstance*& instance, FMMatrix44& transform)
{
std::vector<FoundInstance> instances;
FindInstances(node, instances, FMMatrix44_Identity, true);
if (instances.size() > 1)
{
Log(LOG_ERROR, "Found too many export-marked objects");
return false;
}
if (instances.empty())
{
FindInstances(node, instances, FMMatrix44_Identity, false);
if (instances.size() > 1)
{
Log(LOG_ERROR, "Found too many possible objects to convert - try adding the 'export' property to disambiguate one");
return false;
}
if (instances.empty())
{
Log(LOG_ERROR, "Didn't find any objects in the scene");
return false;
}
}
assert(instances.size() == 1); // if we got this far
instance = instances[0].instance;
transform = instances[0].transform;
return true;
}
//////////////////////////////////////////////////////////////////////////
static bool ReverseSortWeight(const FCDJointWeightPair& a, const FCDJointWeightPair& b)
{
return (a.weight > b.weight);
}
void SkinReduceInfluences(FCDSkinController* skin, size_t maxInfluenceCount, float minimumWeight)
{
// Approximately equivalent to:
// skin->ReduceInfluences(maxInfluenceCount, minimumWeight);
// except this version merges multiple weights for the same joint
for (size_t i = 0; i < skin->GetInfluenceCount(); ++i)
{
FCDSkinControllerVertex& influence = *skin->GetVertexInfluence(i);
std::vector<FCDJointWeightPair> newWeights;
for (size_t i = 0; i < influence.GetPairCount(); ++i)
{
FCDJointWeightPair* weight = influence.GetPair(i);
for (size_t j = 0; j < newWeights.size(); ++j)
{
FCDJointWeightPair& newWeight = newWeights[j];
if (weight->jointIndex == newWeight.jointIndex)
{
newWeight.weight += weight->weight;
goto MERGED_WEIGHTS;
}
}
newWeights.push_back(*weight);
MERGED_WEIGHTS: ;
}
// Put highest-weighted influences at the front of the list
std::sort(newWeights.begin(), newWeights.end(), ReverseSortWeight);
// Limit the maximum number of influences
if (newWeights.size() > maxInfluenceCount)
newWeights.resize(maxInfluenceCount);
// Enforce the minimum weight per influence
// (This is done here rather than in the earlier loop, because several
// small weights for the same bone might add up to a value above the
// threshold)
while (!newWeights.empty() && newWeights.back().weight < minimumWeight)
newWeights.pop_back();
// Renormalise, so sum(weights)=1
float totalWeight = 0;
for (std::vector<FCDJointWeightPair>::iterator itNW = newWeights.begin(); itNW != newWeights.end(); ++itNW)
totalWeight += itNW->weight;
for (std::vector<FCDJointWeightPair>::iterator itNW = newWeights.begin(); itNW != newWeights.end(); ++itNW)
itNW->weight /= totalWeight;
// Copy new weights into the skin
influence.SetPairCount(0);
for (std::vector<FCDJointWeightPair>::iterator itNW = newWeights.begin(); itNW != newWeights.end(); ++itNW)
influence.AddPair(itNW->jointIndex, itNW->weight);
}
skin->SetDirtyFlag();
}
void FixSkeletonRoots(FCDControllerInstance& UNUSED(controllerInstance))
{
// TODO: Need to reintroduce XSI support at some point
#if 0
// HACK: The XSI exporter doesn't do a <skeleton> and FCollada doesn't
// seem to know where else to look, so just guess that it's somewhere
// under Scene_Root
if (controllerInstance.GetSkeletonRoots().empty())
{
// HACK (evil): SetSkeletonRoot is declared but not defined, and there's
// no other proper way to modify the skeleton-roots list, so cheat horribly
FUUriList& uriList = const_cast<FUUriList&>(controllerInstance.GetSkeletonRoots());
uriList.push_back(FUUri("Scene_Root"));
controllerInstance.LinkImport();
}
#endif
}
const Skeleton& FindSkeleton(const FCDControllerInstance& controllerInstance)
{
// I can't see any proper way to determine the real root of the skeleton,
// so just choose an arbitrary bone and search upwards until we find a
// recognised ancestor (or until we fall off the top of the tree)
const Skeleton* skeleton = NULL;
const FCDSceneNode* joint = controllerInstance.GetJoint(0);
while (joint && (skeleton = Skeleton::FindSkeleton(joint->GetName().c_str())) == NULL)
{
joint = joint->GetParent();
}
REQUIRE(skeleton != NULL, "recognised skeleton structure");
return *skeleton;
}
void TransformBones(std::vector<BoneTransform>& bones, const FMMatrix44& scaleTransform, bool yUp)
{
for (size_t i = 0; i < bones.size(); ++i)
{
// Apply the desired transformation to the bone coordinates
FMVector3 trans(bones[i].translation, 0);
trans = scaleTransform.TransformCoordinate(trans);
bones[i].translation[0] = trans.x;
bones[i].translation[1] = trans.y;
bones[i].translation[2] = trans.z;
// DON'T apply the transformation to orientation, because I can't get
// that kind of thing to work in practice (interacting nicely between
// the models and animations), so this function assumes the transform
// just does scaling, so there's no need to rotate anything. (But I think
// this code would work for rotation, though not very efficiently.)
/*
FMMatrix44 m = FMQuaternion(bones[i].orientation[0], bones[i].orientation[1], bones[i].orientation[2], bones[i].orientation[3]).ToMatrix();
m *= scaleTransform;
HMatrix matrix;
memcpy(matrix, m.Transposed().m, sizeof(matrix));
AffineParts parts;
decomp_affine(matrix, &parts);
bones[i].orientation[0] = parts.q.x;
bones[i].orientation[1] = parts.q.y;
bones[i].orientation[2] = parts.q.z;
bones[i].orientation[3] = parts.q.w;
*/
if (yUp)
{
// TODO: this is all just guesses which seem to work for data
// exported from XSI, rather than having been properly thought
// through
bones[i].translation[2] = -bones[i].translation[2];
bones[i].orientation[2] = -bones[i].orientation[2];
bones[i].orientation[3] = -bones[i].orientation[3];
}
else
{
// 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];
}
}
}