2006-12-06 01:06:05 +01:00
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#include "precompiled.h"
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#include "Converter.h"
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#include "FCollada.h"
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#include "FCDocument/FCDocument.h"
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#include "FCDocument/FCDSceneNode.h"
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#include "FCDocument/FCDGeometry.h"
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#include "FCDocument/FCDGeometryMesh.h"
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#include "FCDocument/FCDGeometryPolygons.h"
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#include "FCDocument/FCDGeometrySource.h"
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#include <cassert>
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#include <vector>
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/** Throws a ColladaException unless the value is true. */
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#define REQUIRE(value, message) require_(__LINE__, value, "Failed assertion", message)
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/** Throws a ColladaException unless the status is successful. */
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#define REQUIRE_SUCCESS(status) require_(__LINE__, status)
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void require_(int line, bool value, const char* type, const char* message)
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{
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if (value) return;
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char linestr[16];
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sprintf(linestr, "%d", line);
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throw ColladaException(std::string(type) + " (line " + linestr + "): " + message);
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}
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void require_(int line, const FUStatus& status)
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{
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require_(line, status, "FCollada error", status.GetErrorString());
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}
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/** Outputs a structure, using sizeof to get the size. */
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template<typename T> void write(OutputFn output, const T& data)
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{
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output((char*)&data, sizeof(T));
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}
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struct VertexBlend
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{
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uint8 bones[4];
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float weights[4];
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};
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struct BoneTransform
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{
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float translation[3];
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float orientation[4];
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};
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/** Error handler for libxml2 */
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void errorHandler(void* ctx, const char* msg, ...)
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{
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char buffer[1024];
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va_list ap;
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va_start(ap, msg);
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vsnprintf(buffer, sizeof(buffer), msg, ap);
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buffer[sizeof(buffer)-1] = '\0';
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va_end(ap);
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*((std::string*)ctx) += buffer;
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}
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class Converter
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{
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public:
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/**
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* Converts a COLLADA XML document into the PMD format.
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*
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* @param input XML document to parse
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* @param output callback for writing the PMD data; called lots of times
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* with small strings
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* @param xmlErrors output - errors reported by the XML parser
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* @throws ColladaException on failure
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*/
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static void ColladaToPMD(const char* input, OutputFn output, std::string& xmlErrors)
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{
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FUStatus ret;
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// Grab all the error output from libxml2. Be careful to never use
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// libxml2 outside this function without having first set/reset the
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// errorfunc (since xmlErrors won't be valid any more).
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xmlSetGenericErrorFunc(&xmlErrors, &errorHandler);
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std::auto_ptr<FCDocument> doc (FCollada::NewTopDocument());
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REQUIRE_SUCCESS(doc->LoadFromText("", input));
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FCDSceneNode* root = doc->GetVisualSceneRoot();
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// Find the instance to convert
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FCDEntityInstance* instance;
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FMMatrix44 transform;
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if (! FindSingleInstance(root, instance, transform))
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throw ColladaException("Couldn't find object to convert");
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assert(instance);
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Log(LOG_INFO, "Converting '%s'", instance->GetEntity()->GetName().c_str());
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if (instance->GetEntity()->GetType() == FCDEntity::GEOMETRY)
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{
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Log(LOG_INFO, "Found static geometry");
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FCDGeometry* geom = (FCDGeometry*)instance->GetEntity();
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REQUIRE(geom->IsMesh(), "geometry is mesh");
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FCDGeometryMesh* mesh = geom->GetMesh();
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REQUIRE(mesh->IsTriangles(), "mesh is made of triangles");
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REQUIRE(mesh->GetPolygonsCount() == 1, "mesh has single set of polygons");
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FCDGeometryPolygons* polys = mesh->GetPolygons(0);
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size_t vertices = polys->GetFaceVertexCount();
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FloatList position, normal, texcoord;
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DeindexInput(polys, FUDaeGeometryInput::POSITION, position, 3);
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DeindexInput(polys, FUDaeGeometryInput::NORMAL, normal, 3);
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if (polys->FindInput(FUDaeGeometryInput::TEXCOORD))
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{
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DeindexInput(polys, FUDaeGeometryInput::TEXCOORD, texcoord, 2);
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}
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else
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{
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// Accept untextured models
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texcoord.resize(vertices*2, 0.f);
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}
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assert(position.size() == vertices*3);
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assert(normal.size() == vertices*3);
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assert(texcoord.size() == vertices*2);
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TransformVertices(position, normal, transform);
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// TODO: optimise at least enough to merge identical vertices
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WritePMD(output, vertices, 0, &position[0], &normal[0], &texcoord[0], NULL, NULL);
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}
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else
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{
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throw ColladaException("Unrecognised object type");
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}
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}
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/**
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* Writes the model data in the PMD format.
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*/
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static void WritePMD(OutputFn output, size_t vertexCount, size_t boneCount,
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float* position, float* normal, float* texcoord,
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VertexBlend* boneWeights, BoneTransform* boneTransforms)
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{
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2006-12-06 18:39:49 +01:00
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static const VertexBlend noBlend = { { 0xFF, 0xFF, 0xFF, 0xFF }, { 0, 0, 0, 0 } };
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2006-12-06 01:06:05 +01:00
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assert(position);
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assert(normal);
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assert(texcoord);
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if (boneCount) assert(boneWeights && boneTransforms);
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output("PSMD", 4); // magic number
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write<uint32>(output, 2); // version number
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write<uint32>(output, (uint32)(
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4 + 13*4*vertexCount + // vertices
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4 + 6*vertexCount/3 + // faces
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4 + 7*4*boneCount + // bones
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4 + 0 // props
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)); // data size
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// Vertex data
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write<uint32>(output, (uint32)vertexCount);
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for (size_t i = 0; i < vertexCount; ++i)
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{
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output((char*)&position[i*3], 12);
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output((char*)&normal [i*3], 12);
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output((char*)&texcoord[i*2], 8);
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if (boneWeights)
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write(output, boneWeights[i]);
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else
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write(output, noBlend);
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}
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// Face data
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// (TODO: this is really very rubbish and inefficient)
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write<uint32>(output, (uint32)vertexCount/3);
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for (uint16 i = 0; i < vertexCount/3; ++i)
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{
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uint16 vertexCount[3] = { i*3, i*3+1, i*3+2 };
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write(output, vertexCount);
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}
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// Bones data
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write<uint32>(output, (uint32)boneCount);
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for (size_t i = 0; i < boneCount; ++i)
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{
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write(output, boneTransforms[i]);
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}
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// Prop points data
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write<uint32>(output, 0);
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}
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/**
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* Converts from value-array plus indexes-into-array-per-vertex, into
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* values-per-vertex (because that's what PMD wants).
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*/
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static void DeindexInput(FCDGeometryPolygons* polys, FUDaeGeometryInput::Semantic semantic, FloatList& out, size_t outStride)
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{
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FCDGeometryPolygonsInput* input = polys->FindInput(semantic);
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UInt32List* indices = polys->FindIndices(input);
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REQUIRE(input && indices, "has expected polygon input");
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FCDGeometrySource* source = input->GetSource();
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FloatList& data = source->GetSourceData();
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size_t stride = source->GetSourceStride();
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for (size_t i = 0; i < indices->size(); ++i)
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for (size_t j = 0; j < outStride; ++j)
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out.push_back(data[(*indices)[i]*stride + j]);
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}
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/**
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* Applies world-space transform to vertex data, and flips into other-handed
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* coordinate space.
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*/
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static void TransformVertices(FloatList& position, FloatList& normal, const FMMatrix44& transform)
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{
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for (size_t i = 0; i < position.size(); i += 3)
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{
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FMVector3 pos (position[i], position[i+1], position[i+2]);
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FMVector3 norm (normal[i], normal[i+1], normal[i+2]);
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// Apply the scene-node transforms
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pos = transform.TransformCoordinate(pos);
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norm = transform.TransformVector(norm).Normalize();
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// Copy back to array, while switching the coordinate system around
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position[i+0] = pos.x;
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position[i+1] = pos.z;
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position[i+2] = pos.y;
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normal[i+0] = norm.x;
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normal[i+1] = norm.z;
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normal[i+2] = norm.y;
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}
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}
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//////////////////////////////////////////////////////////////////////////
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struct FoundInstance
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{
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FCDEntityInstance* instance;
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FMMatrix44 transform;
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};
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/**
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* Tries to find a single suitable entity instance in the scene. Fails if there
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* are none, or if there are too many and it's not clear which one should
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* be converted.
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*
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* @param node root scene node to search under
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* @param instance output - the found entity instance (if any)
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* @param transform - the world-space transform of the found entity
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*
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* @return true if one was found
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*/
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static bool FindSingleInstance(FCDSceneNode* node, FCDEntityInstance*& instance, FMMatrix44& transform)
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{
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std::vector<FoundInstance> instances;
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FindInstances(node, instances, FMMatrix44::Identity, true);
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if (instances.size() > 1)
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{
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Log(LOG_ERROR, "Found too many export-marked objects");
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return false;
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}
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if (instances.empty())
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{
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FindInstances(node, instances, FMMatrix44::Identity, false);
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if (instances.size() > 1)
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{
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Log(LOG_ERROR, "Found too many possible objects to convert - try adding the 'export' property to disambiguate one");
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return false;
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}
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if (instances.empty())
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{
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Log(LOG_ERROR, "Didn't find any objects in the scene");
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return false;
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}
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}
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assert(instances.size() == 1); // if we got this far
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instance = instances[0].instance;
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transform = instances[0].transform;
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return true;
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}
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/**
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* Recursively finds all entities under the current node. If onlyMarked is
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* set, only matches entities where the user-defined property was set to
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* "export" in the modelling program.
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*
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* @param node root of subtree to search
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* @param instances output - appends matching entities
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* @param transform transform matrix of current subtree
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* @param onlyMarked only match entities with "export" property
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*/
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static void FindInstances(FCDSceneNode* node, std::vector<FoundInstance>& instances, const FMMatrix44& transform, bool onlyMarked)
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{
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for (size_t i = 0; i < node->GetChildrenCount(); ++i)
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{
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FCDSceneNode* child = node->GetChild(i);
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FindInstances(child, instances, transform * node->ToMatrix(), onlyMarked);
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}
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for (size_t i = 0; i < node->GetInstanceCount(); ++i)
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{
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if (onlyMarked)
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{
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if (node->GetNote() != "export")
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continue;
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}
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FoundInstance f;
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f.transform = transform * node->ToMatrix();
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f.instance = node->GetInstance(i);
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instances.push_back(f);
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}
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}
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};
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// The above stuff is just in a class since I don't like having to bother
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// with forward declarations of functions - but provide the plain function
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// interface here:
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void ColladaToPMD(const char* input, OutputFn output, std::string& xmlErrors)
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{
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Converter::ColladaToPMD(input, output, xmlErrors);
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}
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