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forked from 0ad/0ad

# Initial COLLADA prop support

This was SVN commit r4937.
This commit is contained in:
Ykkrosh 2007-03-02 15:55:46 +00:00
parent 49efe728fd
commit f1971f03d1
4 changed files with 140 additions and 33 deletions

View File

@ -164,10 +164,14 @@ void ReindexGeometry(FCDGeometryPolygons* polys, FCDSkinController* skin)
&dataTexcoord[(*indicesTexcoord)[i]*strideTexcoord],
weights
);
size_t idx = inserter.add(vtx);//InsertWithoutDuplicates(vertexes, vtx);
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;

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@ -35,6 +35,13 @@ struct BoneTransform
float orientation[4];
};
struct PropPoint
{
std::string name;
float translation[3];
float orientation[4];
uint8 bone;
};
class PMDConvert
{
@ -94,11 +101,14 @@ public:
std::vector<VertexBlend> boneWeights;
std::vector<BoneTransform> boneTransforms;
std::vector<PropPoint> propPoints;
WritePMD(output, *indicesCombined, dataPosition, dataNormal, dataTexcoord, boneWeights, boneTransforms);
WritePMD(output, *indicesCombined, dataPosition, dataNormal, dataTexcoord, boneWeights, boneTransforms, propPoints);
}
else if (instance->GetType() == FCDEntityInstance::CONTROLLER)
{
Log(LOG_INFO, "Found skinned geometry");
FCDControllerInstance* controllerInstance = (FCDControllerInstance*)instance;
// (NB: GetType is deprecated and should be replaced with HasType,
@ -131,7 +141,7 @@ public:
// Convert the bone influences into VertexBlend structures for the PMD:
bool hasComplainedAboutNonexistentJoints = false;
bool hasComplainedAboutNonexistentJoints = false; // because we want to emit a warning only once
std::vector<VertexBlend> boneWeights; // one per vertex
@ -140,17 +150,21 @@ public:
{
VertexBlend influences = defaultInfluences;
assert(vertexInfluences[i].size() <= maxInfluences); // guaranteed by ReduceInfluences
assert(vertexInfluences[i].size() <= maxInfluences);
// guaranteed by ReduceInfluences; necessary for avoiding
// out-of-bounds writes to the VertexBlend
for (size_t j = 0; j < vertexInfluences[i].size(); ++j)
{
uint32 jointIdx = vertexInfluences[i][j].jointIndex;
REQUIRE(jointIdx <= 0xFF, "sensible number of joints");
REQUIRE(jointIdx <= 0xFF, "sensible number of joints"); // 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)
@ -160,6 +174,8 @@ public:
}
continue;
}
// Store into the VertexBlend
int boneId = StdSkeletons::FindStandardBoneID(joint->GetName());
REQUIRE(boneId >= 0, "recognised bone name");
influences.bones[j] = (uint8)boneId;
@ -169,7 +185,9 @@ public:
boneWeights.push_back(influences);
}
BoneTransform boneDefault = { { 0, 0, 0 }, { 0, 0, 0, 1 } };
// 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 (StdSkeletons::GetBoneCount(), boneDefault);
transform = skin->GetBindShapeTransform();
@ -180,7 +198,7 @@ public:
HMatrix matrix;
memcpy(matrix, bindPose.Transposed().m, sizeof(matrix));
// matrix = bindPose^T, to match what decomp_affine wants
// set matrix = bindPose^T, to match what decomp_affine wants
AffineParts parts;
decomp_affine(matrix, &parts);
@ -201,11 +219,64 @@ public:
boneTransforms[boneId] = b;
}
// Construct the list of prop points
// (Currently, all objects that aren't recognised a standard bone,
// which are attached to a standard bone, are assumed to be props)
std::vector<PropPoint> propPoints;
for (size_t i = 0; i < jointCount; ++i)
{
FCDSceneNode* joint = controllerInstance->GetJoint(i);
int boneId = StdSkeletons::FindStandardBoneID(joint->GetName());
if (boneId < 0)
{
// Unrecognised bone name - already reported as a warning
continue;
}
for (size_t j = 0; j < joint->GetChildrenCount(); ++j)
{
FCDSceneNode* child = joint->GetChild(j);
if (StdSkeletons::FindStandardBoneID(child->GetName()) >= 0)
{
// recognised as a bone, hence not a prop point, so skip it
continue;
}
Log(LOG_INFO, "Adding prop point %s", child->GetName().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 = {
child->GetName(),
{ 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);
UInt32List* indicesCombined = polys->FindIndices(inputPosition); // guaranteed by ReindexGeometry
UInt32List* indicesCombined = polys->FindIndices(inputPosition);
// guaranteed by ReindexGeometry to be the same for all inputs
FCDGeometrySource* sourcePosition = inputPosition->GetSource();
FCDGeometrySource* sourceNormal = inputNormal ->GetSource();
@ -215,9 +286,9 @@ public:
FloatList& dataNormal = sourceNormal ->GetSourceData();
FloatList& dataTexcoord = sourceTexcoord->GetSourceData();
TransformVertices(dataPosition, dataNormal, boneTransforms, transform);
TransformVertices(dataPosition, dataNormal, boneTransforms, propPoints, transform);
WritePMD(output, *indicesCombined, dataPosition, dataNormal, dataTexcoord, boneWeights, boneTransforms);
WritePMD(output, *indicesCombined, dataPosition, dataNormal, dataTexcoord, boneWeights, boneTransforms, propPoints);
}
else
{
@ -232,7 +303,8 @@ public:
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)
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 } };
@ -242,13 +314,20 @@ public:
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<uint32>(output, 3); // version number
write<uint32>(output, (uint32)(
write(output, (uint32)3); // version number
write(output, (uint32)(
4 + 13*4*vertexCount + // vertices
4 + 6*faceCount + // faces
4 + 7*4*boneCount + // bones
4 + 0 // props
4 + propPointsSize // props
)); // data size
// Vertex data
@ -265,21 +344,30 @@ public:
}
// Face data
write<uint32>(output, (uint32)faceCount);
write(output, (uint32)faceCount);
for (size_t i = 0; i < indices.size(); ++i)
{
write(output, (uint16)indices[i]);
}
// Bones data
write<uint32>(output, (uint32)boneCount);
write(output, (uint32)boneCount);
for (size_t i = 0; i < boneCount; ++i)
{
output((char*)&boneTransforms[i], 7*4);
}
// Prop points data
write<uint32>(output, 0);
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((char*)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)
@ -318,12 +406,16 @@ public:
}
}
static void TransformVertices(FloatList& position, FloatList& normal, std::vector<BoneTransform>& bones, const FMMatrix44& transform)
static void TransformVertices(FloatList& position, FloatList& normal,
std::vector<BoneTransform>& bones, std::vector<PropPoint>& propPoints,
const FMMatrix44& transform)
{
for (size_t vtxId = 0; vtxId < position.size()/3; ++vtxId)
// Update the vertex positions and normals
assert(position.size() == normal.size());
for (size_t i = 0; i < position.size()/3; ++i)
{
FMVector3 pos (&position[vtxId*3], 0);
FMVector3 norm (&normal[vtxId*3], 0);
FMVector3 pos (&position[i*3], 0);
FMVector3 norm (&normal[i*3], 0);
// Apply the scene-node transforms
pos = transform.TransformCoordinate(pos);
@ -336,13 +428,13 @@ public:
// 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;
position[i*3+0] = pos.x;
position[i*3+1] = pos.y;
position[i*3+2] = pos.z;
normal[vtxId*3+0] = norm.x;
normal[vtxId*3+1] = norm.y;
normal[vtxId*3+2] = norm.z;
normal[i*3+0] = norm.x;
normal[i*3+1] = norm.y;
normal[i*3+2] = norm.z;
}
// We also need to change the bone rest states into the new coordinate
@ -361,6 +453,15 @@ public:
std::swap(bones[i].orientation[1], bones[i].orientation[2]);
bones[i].orientation[3] = -bones[i].orientation[3];
}
// And do the same for prop points
for (size_t i = 0; i < propPoints.size(); ++i)
{
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];
}
}
};

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@ -205,8 +205,8 @@ public:
static void WritePSA(OutputCB& output, size_t frameCount, size_t boneCount, const std::vector<BoneTransform>& boneTransforms)
{
output("PSSA", 4); // magic number
write<uint32>(output, 1); // version number
write<uint32>(output, (uint32)(
write(output, (uint32)1); // version number
write(output, (uint32)(
4 + 0 + // name
4 + // frameLength
4 + 4 + // numBones, numFrames
@ -214,13 +214,13 @@ public:
)); // data size
// Name
write<uint32>(output, 0);
write(output, (uint32)0);
// Frame length
write<float>(output, 1000/30.f);
write(output, 1000.f/30.f);
write<uint32>(output, (uint32)boneCount);
write<uint32>(output, (uint32)frameCount);
write(output, (uint32)boneCount);
write(output, (uint32)frameCount);
for (size_t i = 0; i < boneCount*frameCount; ++i)
{

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@ -63,6 +63,8 @@ private:
}
};
// TODO: replace most of the asserts below (e.g. for when it fails to load
// a file) with some proper logging/reporting system
static AtSmartPtr<AtNode> ConvertNode(DOMElement* element);