[692] | 1 | #include "Exporter.h"
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| 2 | #include <iostream>
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| 3 | #include <string>
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| 4 | #include "stdafx.h"
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| 5 | #include "SemanticLayer.h"
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| 6 | #include "OgreException.h"
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| 7 | #include "OgreLogManager.h"
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| 8 | #include "OgreMeshManager.h"
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| 9 | #include "OgreSkeletonManager.h"
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| 10 | #include "OgreAnimation.h"
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| 11 | #include "OgreAnimationTrack.h"
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| 12 | #include "OgreKeyFrame.h"
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| 13 | #include "OgreMesh.h"
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| 14 | #include "OgreSubMesh.h"
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| 15 | #include "OgreSkeleton.h"
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| 16 | #include "OgreBone.h"
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| 17 | #include "OgreDefaultHardwareBufferManager.h"
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| 18 | #include "OgreMeshSerializer.h"
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| 19 | #include "OgreSkeletonSerializer.h"
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| 20 | #include "OgrePrerequisites.h"
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| 21 | #include "OgreVector2.h"
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| 22 | #include "OgreVector3.h"
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| 23 | #include "OgreVector3.h"
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| 24 | #include "OgreColourValue.h"
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| 25 |
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| 26 | using namespace Ogre;
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| 27 |
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| 28 | //----------------------- GLOBALS FOR SINGLETONS -------------
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| 29 | LogManager* logMgr;
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| 30 | ResourceGroupManager* rgm;
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| 31 | MeshManager* meshMgr;
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| 32 | DefaultHardwareBufferManager* hardwareBufMgr;
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| 33 | SkeletonManager* skelMgr;
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| 34 |
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| 35 | //------------------------------------------------------------
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| 36 | Exporter::UniqueVertex::UniqueVertex()
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| 37 | : initialized(false), position(Ogre::Vector3::ZERO), normal(Ogre::Vector3::ZERO), color(0),
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| 38 | nextIndex(0)
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| 39 | {
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| 40 | for (int i = 0; i < OGRE_MAX_TEXTURE_COORD_SETS; ++i)
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| 41 | uv[i] = Ogre::Vector2::ZERO;
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| 42 | }
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| 43 |
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| 44 | //------------------------------------------------------------
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| 45 | bool Exporter::UniqueVertex::operator ==(const UniqueVertex& rhs) const
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| 46 | {
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| 47 | bool ret = position == rhs.position &&
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| 48 | normal == rhs.normal &&
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| 49 | color == rhs.color;
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| 50 | if (!ret) return ret;
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| 51 | for (int i = 0; i < OGRE_MAX_TEXTURE_COORD_SETS && ret; ++i)
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| 52 | {
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| 53 | ret = ret && (uv[i] == rhs.uv[i]);
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| 54 | }
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| 55 | return ret;
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| 56 | }
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| 57 |
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| 58 | //------------------------------------------------------------
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| 59 | Exporter::Exporter(CSLModel * Root)
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| 60 | {
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| 61 | // Initialize Exporter object instance variables
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| 62 | this->SceneRoot = Root;
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| 63 | boneCount = 0;
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| 64 | }
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| 65 |
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| 66 | //------------------------------------------------------------
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| 67 | Exporter::~Exporter()
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| 68 | {
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| 69 | }
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| 70 |
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| 71 | //------------------------------------------------------------
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| 72 | void Exporter::exportMesh(std::string fileName, std::string skelName)
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| 73 | {
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| 74 | // Construct mesh
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| 75 | MeshPtr pMesh = MeshManager::getSingleton().createManual(fileName, ResourceGroupManager::
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| 76 | DEFAULT_RESOURCE_GROUP_NAME);
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| 77 | pMesh->setSkeletonName(skelName);
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| 78 |
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| 79 | // We'll assume we want to export the entire scene
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| 80 | exportCSLModel(pMesh.getPointer(), SceneRoot);
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| 81 | MeshSerializer serializer;
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| 82 | serializer.exportMesh(pMesh.getPointer(), fileName);
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| 83 | }
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| 84 |
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| 85 | //--------------------------------------------------------------------------
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| 86 | void Exporter::exportCSLModel(Mesh* pMesh, CSLModel* XSIModel)
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| 87 | {
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| 88 | if (XSIModel->GetPrimitiveType() == CSLTemplate::SI_MESH)
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| 89 | exportSubMesh(pMesh, (CSLMesh *) XSIModel->Primitive());
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| 90 |
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| 91 | CSLModel* *l_childrenList = XSIModel->GetChildrenList();
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| 92 |
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| 93 | // Loop through all children
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| 94 | for (int i = 0; i < XSIModel->GetChildrenCount(); i++ )
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| 95 | {
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| 96 | exportCSLModel (pMesh, l_childrenList[i]);
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| 97 | }
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| 98 | }
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| 99 |
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| 100 | //-------------------------------------------------------------------------
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| 101 | void Exporter::exportSubMesh(Mesh *pMesh, CSLMesh* XSIMesh)
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| 102 | {
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| 103 | SubMesh* sm = 0;
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| 104 | sm = pMesh->createSubMesh(XSIMesh->GetName());
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| 105 |
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| 106 | // HACK: No materials exporter yet, I hard coded this, wrong as hell, but did it anyway
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| 107 | // For now, I'm just creating the materials file manually.
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| 108 | sm->setMaterialName("Examples/Woman");
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| 109 | CSLTriangleList** triangles = XSIMesh->TriangleLists();
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| 110 |
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| 111 | // Assume only one triangle list for now
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| 112 | CSLTriangleList* triArray = triangles[0];
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| 113 | std::cout << "Number of triangles: " << triArray->GetTriangleCount() << "\n";
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| 114 | CSIBCVector3D* srcPosArray = XSIMesh->Shape()->GetVertexListPtr();
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| 115 | std::cout << "Number of vertices: " << XSIMesh->Shape()->GetVertexCount() << "\n";
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| 116 | CSIBCVector3D* srcNormArray = XSIMesh->Shape()->GetNormalListPtr();
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| 117 | std::cout << "Number of normals: " << XSIMesh->Shape()->GetNormalCount() << "\n";
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| 118 | CSLShape_35 * uv = ((CSLShape_35 *) XSIMesh->Shape());
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| 119 | size_t numUVs = uv->UVCoordArrays()[0]->GetUVCoordCount();
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| 120 | std::cout << "Number of UVs: " << numUVs << "\n";
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| 121 |
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| 122 | // For now, assume only one set of UV's
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| 123 | CSIBCVector2D* uvValueArray = ((CSLShape_35 *) XSIMesh->Shape())->UVCoordArrays()[0]->GetUVCoordListPtr();
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| 124 |
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| 125 | // Check for colors
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| 126 | bool hasVertexColors = false;
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| 127 | if (XSIMesh->Shape()->GetColorCount() > 0)
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| 128 | hasVertexColors = true;
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| 129 |
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| 130 | // Never use shared geometry
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| 131 | sm->useSharedVertices = false;
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| 132 | sm->vertexData = new VertexData();
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| 133 |
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| 134 | // Always do triangle list
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| 135 | sm->indexData->indexCount = static_cast<size_t>(triArray->GetTriangleCount() * 3);
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| 136 |
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| 137 | // Identify the unique vertices, write to a temp index buffer
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| 138 | startPolygonMesh(XSIMesh->Shape()->GetVertexCount(), triArray->GetTriangleCount() * 3);
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| 139 |
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| 140 | // Iterate through all the triangles
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| 141 | // There will often be less positions than normals and UV's
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| 142 | for (long t = 0; t < triArray->GetTriangleCount(); ++t)
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| 143 | {
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| 144 | for (int p = 0; p < 3; ++p)
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| 145 | {
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| 146 | UniqueVertex vertex;
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| 147 | CSIBCVector3D pos = srcPosArray[triArray->GetVertexIndicesPtr()[t*3+p]];
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| 148 | CSIBCVector3D norm = srcNormArray[triArray->GetNormalIndicesPtr()[t*3+p]];
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| 149 | CSIBCVector2D uv = uvValueArray[triArray->GetUVIndicesPtr(0)[t*3+p]];
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| 150 | vertex.position = Vector3(pos.GetX(), pos.GetY(), pos.GetZ());
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| 151 | vertex.normal = Vector3(norm.GetX(), norm.GetY(), norm.GetZ());
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| 152 |
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| 153 | // We are assuming 1 UV -- in our files, number of UV's = number of Normals
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| 154 | vertex.uv[0] = Vector2(uv.GetX(), (1 - uv.GetY()));
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| 155 |
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| 156 | if (hasVertexColors)
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| 157 | vertex.color = triArray->GetColorIndicesPtr()[t*3+p];
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| 158 | size_t index = createOrRetrieveUniqueVertex(triArray->GetVertexIndicesPtr()[t*3+p], vertex);
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| 159 | mIndices.push_back(index);
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| 160 | }
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| 161 | }
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| 162 | delete [] uvValueArray;
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| 163 |
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| 164 | // Now bake final geometry
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| 165 | sm->vertexData->vertexCount = mUniqueVertices.size();
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| 166 |
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| 167 | // Determine index size
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| 168 | bool use32BitIndexes = false;
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| 169 | if (mUniqueVertices.size() > 65536)
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| 170 | use32BitIndexes = true;
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| 171 | sm->indexData->indexBuffer =
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| 172 | HardwareBufferManager::getSingleton().createIndexBuffer(
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| 173 | use32BitIndexes ? HardwareIndexBuffer::IT_32BIT : HardwareIndexBuffer::IT_16BIT,
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| 174 | triArray->GetTriangleCount() * 3, HardwareBuffer::HBU_STATIC_WRITE_ONLY);
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| 175 | if (use32BitIndexes)
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| 176 | {
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| 177 | uint32* pIdx = static_cast<uint32*>(
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| 178 | sm->indexData->indexBuffer->lock(HardwareBuffer::HBL_DISCARD));
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| 179 | writeIndexes(pIdx);
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| 180 | sm->indexData->indexBuffer->unlock();
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| 181 | }
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| 182 | else
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| 183 | {
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| 184 | uint16* pIdx = static_cast<uint16*>(
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| 185 | sm->indexData->indexBuffer->lock(HardwareBuffer::HBL_DISCARD));
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| 186 | writeIndexes(pIdx);
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| 187 | sm->indexData->indexBuffer->unlock();
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| 188 | }
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| 189 |
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| 190 | // Define vertex declaration
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| 191 | unsigned buf = 0;
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| 192 | size_t offset = 0;
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| 193 | sm->vertexData->vertexDeclaration->addElement(buf, offset, VET_FLOAT3, VES_POSITION);
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| 194 | offset += VertexElement::getTypeSize(VET_FLOAT3);
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| 195 | sm->vertexData->vertexDeclaration->addElement(buf, offset, VET_FLOAT3, VES_NORMAL);
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| 196 | offset += VertexElement::getTypeSize(VET_FLOAT3);
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| 197 | // TODO: Split Vertex Data if animated
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| 198 |
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| 199 | if (hasVertexColors)
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| 200 | {
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| 201 | sm->vertexData->vertexDeclaration->addElement(buf, offset, VET_COLOUR, VES_DIFFUSE);
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| 202 | offset += VertexElement::getTypeSize(VET_COLOUR);
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| 203 | }
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| 204 |
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| 205 | // Again, assume only 1 uv
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| 206 | sm->vertexData->vertexDeclaration->addElement(buf, offset, VET_FLOAT2, VES_TEXTURE_COORDINATES);
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| 207 | offset += VertexElement::getTypeSize(VET_FLOAT2);
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| 208 |
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| 209 | // Create and fill buffer(s)
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| 210 | for (unsigned short b = 0; b <= sm->vertexData->vertexDeclaration->getMaxSource(); ++b)
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| 211 | {
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| 212 | createVertexBuffer(sm->vertexData, b);
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| 213 | }
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| 214 |
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| 215 | // Bounds definitions
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| 216 | Real squaredRadius = 0.0f;
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| 217 | Vector3 min, max;
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| 218 | bool first = true;
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| 219 | for (long i = 0; i < XSIMesh->Shape()->GetVertexCount(); ++i)
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| 220 | {
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| 221 | Vector3 position = Vector3(srcPosArray[i].GetX(), srcPosArray[i].GetY(), srcPosArray[i].GetZ());
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| 222 | if (first)
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| 223 | {
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| 224 | squaredRadius = position.squaredLength();
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| 225 | min = max = position;
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| 226 | first = false;
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| 227 | }
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| 228 | else
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| 229 | {
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| 230 | squaredRadius = std::max(squaredRadius, position.squaredLength());
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| 231 | min.makeFloor(position);
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| 232 | max.makeCeil(position);
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| 233 | }
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| 234 | }
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| 235 | AxisAlignedBox box;
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| 236 | box.setExtents(min, max);
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| 237 | box.merge(pMesh->getBounds());
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| 238 | pMesh->_setBounds(box);
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| 239 | pMesh->_setBoundingSphereRadius(std::max(pMesh->getBoundingSphereRadius(),
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| 240 | Math::Sqrt(squaredRadius)));
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| 241 |
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| 242 | // Get Envelope list for this submesh
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| 243 | CSLEnvelope** envelopes = XSIMesh->ParentModel()->GetEnvelopeList();
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| 244 | CSLEnvelope* env = 0;
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| 245 | int boneIdx;
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| 246 | bool done;
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| 247 | int index;
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| 248 | VertexBoneAssignment vertAssign;
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| 249 | for (int e = 0; e < XSIMesh->ParentModel()->GetEnvelopeCount(); ++e)
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| 250 | {
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| 251 | env = envelopes[e];
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| 252 | for (int g = 0; g < boneCount; ++g)
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| 253 | {
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| 254 | if (boneArray[g] == env->GetDeformer()->GetName())
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| 255 | boneIdx = g;
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| 256 | else
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| 257 | continue;
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| 258 | break;
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| 259 | }
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| 260 |
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| 261 | SLVertexWeight* wtList = env->GetVertexWeightListPtr();
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| 262 |
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| 263 | // Go through all collocated vertices, assigning the same weights to each.
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| 264 | // All the dotXSI files I've seen normalize the weights to 100, so for now
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| 265 | // I'm just dividing by 100. TODO: Insert code to handle normalization
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| 266 | // just in case.
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| 267 | for (int h = 0; h < env->GetVertexWeightCount(); ++h)
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| 268 | {
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| 269 | vertAssign.boneIndex = boneIdx;
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| 270 | vertAssign.vertexIndex = index = (int) wtList[h].m_fVertexIndex;
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| 271 | vertAssign.weight = (Real) (wtList[h].m_fWeight / 100);
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| 272 | done = false;
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| 273 | while (!done)
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| 274 | {
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| 275 | sm->addBoneAssignment(vertAssign);
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| 276 | if (mUniqueVertices[index].nextIndex)
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| 277 | vertAssign.vertexIndex = index = mUniqueVertices[index].nextIndex;
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| 278 | else
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| 279 | done = true;
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| 280 | }
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| 281 | }
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| 282 | }
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| 283 |
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| 284 | // Last step here is to reorganise the vertex buffers
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| 285 | VertexDeclaration* newDecl =
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| 286 | sm->vertexData->vertexDeclaration->getAutoOrganisedDeclaration(true);
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| 287 | BufferUsageList bufferUsages;
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| 288 | for (size_t u = 0; u <= newDecl->getMaxSource(); ++u)
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| 289 | bufferUsages.push_back(HardwareBuffer::HBU_STATIC_WRITE_ONLY);
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| 290 | sm->vertexData->reorganiseBuffers(newDecl, bufferUsages);
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| 291 | }
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| 292 |
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| 293 | //-----------------------------------------------------------------------------
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| 294 | template <typename T>
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| 295 | void Exporter::writeIndexes(T* buf)
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| 296 | {
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| 297 | IndexList::const_iterator i, iend;
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| 298 | iend = mIndices.end();
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| 299 | for (i = mIndices.begin(); i != iend; ++i)
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| 300 | {
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| 301 | *buf++ = static_cast<T>(*i);
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| 302 | }
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| 303 | }
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| 304 |
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| 305 | //-----------------------------------------------------------------------------
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| 306 | void Exporter::createVertexBuffer(VertexData* vd, unsigned short bufIdx)
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| 307 | {
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| 308 | HardwareVertexBufferSharedPtr vbuf = HardwareBufferManager::getSingleton().createVertexBuffer(
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| 309 | vd->vertexDeclaration->getVertexSize(bufIdx),
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| 310 | vd->vertexCount,
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| 311 | HardwareBuffer::HBU_STATIC_WRITE_ONLY);
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| 312 | vd->vertexBufferBinding->setBinding(bufIdx, vbuf);
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| 313 | size_t vertexSize = vd->vertexDeclaration->getVertexSize(bufIdx);
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| 314 |
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| 315 | char* pBase = static_cast<char*>(vbuf->lock(HardwareBuffer::HBL_DISCARD));
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| 316 |
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| 317 | VertexDeclaration::VertexElementList elems = vd->vertexDeclaration->findElementsBySource(bufIdx);
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| 318 | VertexDeclaration::VertexElementList::iterator ei, eiend;
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| 319 | eiend = elems.end();
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| 320 | float* pFloat;
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| 321 | RGBA* pRGBA;
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| 322 |
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| 323 | Exporter::UniqueVertexList::iterator srci = mUniqueVertices.begin();
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| 324 |
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| 325 | for (size_t v = 0; v < vd->vertexCount; ++v, ++srci)
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| 326 | {
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| 327 | for (ei = elems.begin(); ei != eiend; ++ei)
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| 328 | {
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| 329 | VertexElement& elem = *ei;
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| 330 | switch(elem.getSemantic())
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| 331 | {
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| 332 | case VES_POSITION:
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| 333 | elem.baseVertexPointerToElement(pBase, &pFloat);
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| 334 | *pFloat++ = srci->position.x;
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| 335 | *pFloat++ = srci->position.y;
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| 336 | *pFloat++ = srci->position.z;
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| 337 | break;
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| 338 | case VES_NORMAL:
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| 339 | elem.baseVertexPointerToElement(pBase, &pFloat);
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| 340 | *pFloat++ = srci->normal.x;
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| 341 | *pFloat++ = srci->normal.y;
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| 342 | *pFloat++ = srci->normal.z;
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| 343 | break;
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| 344 | case VES_DIFFUSE:
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| 345 | elem.baseVertexPointerToElement(pBase, &pRGBA);
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| 346 | *pRGBA = srci->color;
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| 347 | break;
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| 348 | case VES_TEXTURE_COORDINATES:
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| 349 | elem.baseVertexPointerToElement(pBase, &pFloat);
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| 350 | *pFloat++ = srci->uv[elem.getIndex()].x;
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| 351 | *pFloat++ = srci->uv[elem.getIndex()].y;
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| 352 | break;
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| 353 | }
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| 354 | }
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| 355 | pBase += vertexSize;
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| 356 | }
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| 357 | vbuf->unlock();
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| 358 | }
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| 359 |
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| 360 | //----------------------------------------------------------------------
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| 361 | void Exporter::startPolygonMesh(size_t count, size_t indexCount)
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| 362 | {
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| 363 | mUniqueVertices.clear();
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| 364 | mUniqueVertices.resize(count);
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| 365 | mIndices.clear();
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| 366 | mIndices.reserve(indexCount); // intentionally reserved, not resized
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| 367 | }
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| 368 |
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| 369 | //----------------------------------------------------------------------
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| 370 | size_t Exporter::createOrRetrieveUniqueVertex(size_t originalPositionIndex, const UniqueVertex& vertex)
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| 371 | {
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| 372 | UniqueVertex& orig = mUniqueVertices[originalPositionIndex];
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| 373 |
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| 374 | if (!orig.initialized)
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| 375 | {
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| 376 | orig = vertex;
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| 377 | orig.initialized = true;
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| 378 | return originalPositionIndex;
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| 379 | }
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| 380 | else if (orig == vertex)
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| 381 | {
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| 382 | return originalPositionIndex;
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| 383 | }
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| 384 | else
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| 385 | {
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| 386 | // no match, go to next or create new
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| 387 | if (orig.nextIndex)
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| 388 | {
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| 389 | // cascade
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| 390 | return createOrRetrieveUniqueVertex(orig.nextIndex, vertex);
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| 391 | }
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| 392 | else
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| 393 | {
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| 394 | // get new index
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| 395 | size_t newindex = mUniqueVertices.size();
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| 396 | orig.nextIndex = newindex;
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| 397 | // create new (NB invalidates 'orig' reference)
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| 398 | mUniqueVertices.push_back(vertex);
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| 399 | // set initialised
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| 400 | mUniqueVertices[newindex].initialized = true;
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| 401 |
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| 402 | return newindex;
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| 403 | }
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| 404 | }
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| 405 | }
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| 406 |
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| 407 | //------------------------------------------------------------------------------
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| 408 | void Exporter::exportBones(std::string fileName)
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| 409 | {
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| 410 | // Construct skeleton
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| 411 | SkeletonPtr pSkel = SkeletonManager::getSingleton().create( fileName, ResourceGroupManager::
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| 412 | DEFAULT_RESOURCE_GROUP_NAME, true);
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| 413 |
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| 414 | // Recursively traverse the bone tree
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| 415 | root = false;
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| 416 | recurseBones(pSkel.getPointer(), SceneRoot);
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| 417 |
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| 418 | // Export animations
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| 419 | exportAnim(pSkel.getPointer(), SceneRoot);
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| 420 |
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| 421 | // Call serializer to write .skeleton file
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| 422 | SkeletonSerializer serializer;
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| 423 | serializer.exportSkeleton(pSkel.getPointer(), fileName);
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| 424 | }
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| 425 |
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| 426 | //-----------------------------------------------------------------
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| 427 | void Exporter::recurseBones(Skeleton* pSkel, CSLModel* XSIModel)
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| 428 | {
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| 429 | CSIBCVector3D vec3d;
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| 430 |
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| 431 | // A plethora of logical expressions to ensure that the root null and
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| 432 | // its children are the only ones that will enter this if block. Eliminates
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| 433 | // any extraneous nulls not related to the skeleton.
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| 434 |
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| 435 | if ((XSIModel->GetPrimitiveType() == CSLTemplate::SI_NULL_OBJECT) &&
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| 436 | ((XSIModel->ParentModel()->GetPrimitiveType() == CSLTemplate::SI_NULL_OBJECT) || (!root)))
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| 437 | {
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| 438 | boneArray[boneCount] = XSIModel->GetName();
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| 439 | Bone* ogreBone = pSkel->createBone(XSIModel->GetName(), boneCount);
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| 440 | root = true;
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| 441 | vec3d = XSIModel->Transform()->GetScale();
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| 442 | ogreBone->setScale(vec3d.GetX(), vec3d.GetY(), vec3d.GetZ());
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| 443 | vec3d = XSIModel->Transform()->GetTranslation();
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| 444 | Vector3 bonePos(vec3d.GetX(), vec3d.GetY(), vec3d.GetZ());
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| 445 | ogreBone->setPosition(bonePos);
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| 446 |
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| 447 | // Yes, we are converting Euler angles to quaternions, at risk of gimbal lock.
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| 448 | // This is because XSI doesn't export quaternions, except through the animation
|
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| 449 | // mixer and action FCurves. It's possible to get a 3x3 Rotation matrix, which
|
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| 450 | // might be a better choice for conversion to quaternion.
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| 451 | vec3d = XSIModel->Transform()->GetEulerRotation();
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| 452 | Ogre::Quaternion qx, qy, qz, qfinal;
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| 453 | qx.FromAngleAxis(Ogre::Degree(vec3d.GetX()), Ogre::Vector3::UNIT_X);
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| 454 | qy.FromAngleAxis(Ogre::Degree(vec3d.GetY()), Ogre::Vector3::UNIT_Y);
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| 455 | qz.FromAngleAxis(Ogre::Degree(vec3d.GetZ()), Ogre::Vector3::UNIT_Z);
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| 456 |
|
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| 457 | // Assume rotate by x then y then z
|
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| 458 | qfinal = qz * qy * qx;
|
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| 459 | ogreBone->setOrientation(qfinal);
|
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| 460 | ++boneCount;
|
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| 461 |
|
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| 462 | if ((boneCount > 1) && (XSIModel->ParentModel()->GetPrimitiveType() == CSLTemplate::SI_NULL_OBJECT))
|
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| 463 | {
|
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| 464 | pSkel->getBone(XSIModel->ParentModel()->GetName())->addChild(ogreBone);
|
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| 465 | }
|
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| 466 | }
|
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| 467 |
|
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| 468 | CSLModel* *l_childrenList = XSIModel->GetChildrenList();
|
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| 469 |
|
---|
| 470 | // Loop through all children
|
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| 471 | for (int i = 0; i < XSIModel->GetChildrenCount(); i++ )
|
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| 472 | {
|
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| 473 | recurseBones (pSkel, l_childrenList[i]);
|
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| 474 | }
|
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| 475 | }
|
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| 476 |
|
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| 477 | //------------------------------------------------------------------------------
|
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| 478 |
|
---|
| 479 | void Exporter::exportAnim(Skeleton* pSkel, CSLModel* XSIModel)
|
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| 480 | {
|
---|
| 481 | CSLTransform* initial;
|
---|
| 482 | CSLTransform* keyfr = 0;
|
---|
| 483 | CSIBCMatrix4x4 initmat, invinitmat, keyfmat, newmat;
|
---|
| 484 |
|
---|
| 485 | // Timing conversions from XSI frames to OGRE time in seconds
|
---|
| 486 | float frameRate = XSIModel->Scene()->SceneInfo()->GetFrameRate();
|
---|
| 487 | float lengthInFrames = XSIModel->Scene()->SceneInfo()->GetEnd() -
|
---|
| 488 | XSIModel->Scene()->SceneInfo()->GetStart();
|
---|
| 489 | float realTime = lengthInFrames / frameRate;
|
---|
| 490 |
|
---|
| 491 | // HACK: You'd want to assign the correct name to your particular animation.
|
---|
| 492 | Animation *ogreanim =
|
---|
| 493 | pSkel->createAnimation("Jump", realTime );
|
---|
| 494 | int i, numKeys;
|
---|
| 495 |
|
---|
| 496 | // Go to each bone and create the animation tracks
|
---|
| 497 | for (i = 0; i < boneCount; ++i)
|
---|
| 498 | {
|
---|
| 499 | Bone* ogrebone = pSkel->getBone(boneArray[i]);
|
---|
| 500 | CSLModel* XSIbone = XSIModel->Scene()->FindModelRecursively((char *) boneArray[i].c_str(), XSIModel);
|
---|
| 501 | if ((i == 0) || (XSIbone->ParentModel()->GetPrimitiveType() == CSLTemplate::SI_NULL_OBJECT))
|
---|
| 502 | {
|
---|
| 503 | // Create animation tracks for a bone
|
---|
| 504 | AnimationTrack *ogretrack = ogreanim->createTrack(i, ogrebone);
|
---|
| 505 | numKeys = XSIbone->Transform()->FCurves()[0]->GetKeyCount();
|
---|
| 506 | CSLLinearKey* scalx = XSIbone->Transform()->GetSpecificFCurve(CSLTemplate::SI_SCALING_X)->GetLinearKeyListPtr();
|
---|
| 507 | CSLLinearKey* scaly = XSIbone->Transform()->GetSpecificFCurve(CSLTemplate::SI_SCALING_Y)->GetLinearKeyListPtr();
|
---|
| 508 | CSLLinearKey* scalz = XSIbone->Transform()->GetSpecificFCurve(CSLTemplate::SI_SCALING_Z)->GetLinearKeyListPtr();
|
---|
| 509 | CSLLinearKey* rotx = XSIbone->Transform()->GetSpecificFCurve(CSLTemplate::SI_ROTATION_X)->GetLinearKeyListPtr();
|
---|
| 510 | CSLLinearKey* roty = XSIbone->Transform()->GetSpecificFCurve(CSLTemplate::SI_ROTATION_Y)->GetLinearKeyListPtr();
|
---|
| 511 | CSLLinearKey* rotz = XSIbone->Transform()->GetSpecificFCurve(CSLTemplate::SI_ROTATION_Z)->GetLinearKeyListPtr();
|
---|
| 512 | CSLLinearKey* tranx = XSIbone->Transform()->GetSpecificFCurve(CSLTemplate::SI_TRANSLATION_X)->GetLinearKeyListPtr();
|
---|
| 513 | CSLLinearKey* trany = XSIbone->Transform()->GetSpecificFCurve(CSLTemplate::SI_TRANSLATION_Y)->GetLinearKeyListPtr();
|
---|
| 514 | CSLLinearKey* tranz = XSIbone->Transform()->GetSpecificFCurve(CSLTemplate::SI_TRANSLATION_Z)->GetLinearKeyListPtr();
|
---|
| 515 |
|
---|
| 516 | // Set up the bind pose matrix and take inverse
|
---|
| 517 | initial = XSIbone->Transform();
|
---|
| 518 | initial->ComputeLocalMatrix();
|
---|
| 519 | initmat = initial->GetMatrix();
|
---|
| 520 | initmat.GetInverse(invinitmat);
|
---|
| 521 |
|
---|
| 522 | for (int currKeyIdx = 0; currKeyIdx < numKeys; ++currKeyIdx)
|
---|
| 523 | {
|
---|
| 524 | // Create keyframe
|
---|
| 525 | // Adjust for start time, and for the fact that frames are numbered from 1
|
---|
| 526 | float frameTime = scalx[currKeyIdx].m_fTime - XSIModel->Scene()->SceneInfo()->GetStart();
|
---|
| 527 | realTime = frameTime / frameRate;
|
---|
| 528 | KeyFrame *ogrekey = ogretrack->createKeyFrame(realTime);
|
---|
| 529 | keyfr = XSIbone->Transform();
|
---|
| 530 | keyfr->SetScale(CSIBCVector3D(scalx[currKeyIdx].m_fValue, scaly[currKeyIdx].m_fValue, scalz[currKeyIdx].m_fValue));
|
---|
| 531 | keyfr->SetEulerRotation(CSIBCVector3D(rotx[currKeyIdx].m_fValue, roty[currKeyIdx].m_fValue, rotz[currKeyIdx].m_fValue));
|
---|
| 532 | keyfr->SetTranslation(CSIBCVector3D(tranx[currKeyIdx].m_fValue, trany[currKeyIdx].m_fValue, tranz[currKeyIdx].m_fValue));
|
---|
| 533 | keyfr->ComputeLocalMatrix();
|
---|
| 534 | keyfmat = keyfr->GetMatrix();
|
---|
| 535 |
|
---|
| 536 | // Inverse bind pose matrix * keyframe transformation matrix
|
---|
| 537 | invinitmat.Multiply(keyfmat, newmat);
|
---|
| 538 | CSIBCVector3D kfSca, kfRot, kfPos;
|
---|
| 539 | newmat.GetTransforms(kfSca, kfRot, kfPos);
|
---|
| 540 | Vector3 kSca(kfSca.GetX(), kfSca.GetY(), kfSca.GetZ());
|
---|
| 541 | Vector3 kPos(kfPos.GetX(), kfPos.GetY(), kfPos.GetZ());
|
---|
| 542 | Quaternion qx, qy, qz, kfQ;
|
---|
| 543 | ogrekey->setScale(kSca);
|
---|
| 544 | ogrekey->setTranslate(kPos);
|
---|
| 545 | qx.FromAngleAxis(Ogre::Radian(kfRot.GetX()), Vector3::UNIT_X);
|
---|
| 546 | qy.FromAngleAxis(Ogre::Radian(kfRot.GetY()), Vector3::UNIT_Y);
|
---|
| 547 | qz.FromAngleAxis(Ogre::Radian(kfRot.GetZ()), Vector3::UNIT_Z);
|
---|
| 548 | kfQ = qz * qy * qx;
|
---|
| 549 | ogrekey->setRotation(kfQ);
|
---|
| 550 | }
|
---|
| 551 | }
|
---|
| 552 | }
|
---|
| 553 | }
|
---|
| 554 |
|
---|
| 555 | //------------------------------------------------------------------------------
|
---|
| 556 | int main(int argc, char *argv[])
|
---|
| 557 | {
|
---|
| 558 | // Validate command line arguments
|
---|
| 559 | if (argc != 3) {
|
---|
| 560 | std::cout << "XSI Ogre Exporter should be invoked in the format: \n";
|
---|
| 561 | std::cout << "exporter <XSI File> <OGRE Mesh/Skeleton File>\n";
|
---|
| 562 | std::cout << "Ex: exporter example.xsi example\n";
|
---|
| 563 | return (0);
|
---|
| 564 | }
|
---|
| 565 |
|
---|
| 566 | // Ogre Singletons
|
---|
| 567 | logMgr = new LogManager();
|
---|
| 568 | logMgr->createLog("XSIOgreExport");
|
---|
| 569 | rgm = new ResourceGroupManager();
|
---|
| 570 | meshMgr = new MeshManager();
|
---|
| 571 | hardwareBufMgr = new DefaultHardwareBufferManager();
|
---|
| 572 | skelMgr = new SkeletonManager();
|
---|
| 573 |
|
---|
| 574 | // Initialize dotXSI Scene
|
---|
| 575 | CSLScene Scene;
|
---|
| 576 | std::string fn(argv[2]);
|
---|
| 577 | std::string meshFileName = fn + ".mesh";
|
---|
| 578 | std::string skelFileName = fn + ".skeleton";
|
---|
| 579 |
|
---|
| 580 | // Continue if valid dotXSI file, end gracefully if not
|
---|
| 581 | if (Scene.Open(argv[1]) == SI_SUCCESS)
|
---|
| 582 | {
|
---|
| 583 | Scene.Read();
|
---|
| 584 | Exporter * e = new Exporter(Scene.Root());
|
---|
| 585 | e->exportBones(skelFileName);
|
---|
| 586 | e->exportMesh(meshFileName, skelFileName);
|
---|
| 587 | delete e;
|
---|
| 588 | Scene.Close();
|
---|
| 589 | }
|
---|
| 590 | else
|
---|
| 591 | std::cout << "Error opening file " << argv[1] << ". Please check for validity.\n";
|
---|
| 592 |
|
---|
| 593 | // Get rid of Ogre Singletons
|
---|
| 594 | delete skelMgr;
|
---|
| 595 | delete meshMgr;
|
---|
| 596 | delete hardwareBufMgr;
|
---|
| 597 | delete rgm;
|
---|
| 598 | delete logMgr;
|
---|
| 599 | return (0);
|
---|
| 600 | }
|
---|