This commit is contained in:
gered 2011-06-07 10:25:35 -04:00
parent 92b29be383
commit 97b2835ae6
22 changed files with 1512 additions and 1512 deletions

18
.gitignore vendored
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@ -1,9 +1,9 @@
*.sdf
*.opensdf
*.user
*.suo
/*.dll
Debug/
Release/
ipch/
*.sdf
*.opensdf
*.user
*.suo
/*.dll
Debug/
Release/
ipch/

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@ -1,20 +1,20 @@

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Microsoft Visual Studio Solution File, Format Version 11.00
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@ -1,82 +1,82 @@
#include "utils.h"
// determine if a vertex is already contained in the bucket, if so matchingIndex will contain the index of the matching vertex
bool FindVertex(const aiVector3D &vertex, const AssimpVertices &bucket, unsigned int &matchingIndex)
{
for (unsigned int i = 0; i < bucket.size(); ++i)
{
if (vertex == bucket[i])
{
matchingIndex = i;
return true;
}
}
return false;
}
void CollectVerticesInMesh(
const aiMesh *mesh,
AssimpVertices &verticesBucket,
AssimpVertices &normalsBucket,
AssimpVertices &texCoordsBucket,
AssimpVertexIndices &indexMapping)
{
bool hasTexCoords = mesh->HasTextureCoords(0);
bool hasNormals = mesh->HasNormals();
indexMapping.resize(mesh->mNumVertices);
for (unsigned int i = 0; i < mesh->mNumVertices; ++i)
{
unsigned int matchingIndex = 0;
aiVector3D vertex = mesh->mVertices[i];
// TODO: this seems to not work quite so well... might have something to do with the
// fact that ASSIMP is already taking care of duplicate vertices and indexing as
// appropriate? the problem seems to be only with tex coords though....
//if (!FindVertex(vertex, verticesBucket, matchingIndex))
if (true)
{
// vertex isn't in the bucket already, add it, and then record mapping between the mesh vertex index and the bucket vertex index
verticesBucket.push_back(vertex);
matchingIndex = verticesBucket.size() - 1;
// also copy the normal and tex coord into the appropriate buckets
// TODO: check if mesh has normals and/or tex coords first!
if (hasNormals)
{
aiVector3D normal = mesh->mNormals[i];
normalsBucket.push_back(normal);
}
if (hasTexCoords)
{
aiVector3D texCoord = mesh->mTextureCoords[0][i];
texCoordsBucket.push_back(texCoord);
}
}
// stating the obvious so when i come back here and read this, i know instantly
// what the fuck is going on (sad, I know):
// i = index into mesh's separate vertices list
// matchingIndex = index into bucket's vertices list
indexMapping[i] = matchingIndex;
}
}
void CollectAllMeshVertices(
const aiScene *scene,
AssimpVertices &verticesBucket,
AssimpVertices &normalsBucket,
AssimpVertices &texCoordsBucket,
AssimpVerticesMap &indexMapping)
{
for (unsigned int i = 0; i < scene->mNumMeshes; ++i)
{
aiMesh *mesh = scene->mMeshes[i];
AssimpVertexIndices indexes;
CollectVerticesInMesh(mesh, verticesBucket, normalsBucket, texCoordsBucket, indexes);
indexMapping[i] = indexes;
}
}
#include "utils.h"
// determine if a vertex is already contained in the bucket, if so matchingIndex will contain the index of the matching vertex
bool FindVertex(const aiVector3D &vertex, const AssimpVertices &bucket, unsigned int &matchingIndex)
{
for (unsigned int i = 0; i < bucket.size(); ++i)
{
if (vertex == bucket[i])
{
matchingIndex = i;
return true;
}
}
return false;
}
void CollectVerticesInMesh(
const aiMesh *mesh,
AssimpVertices &verticesBucket,
AssimpVertices &normalsBucket,
AssimpVertices &texCoordsBucket,
AssimpVertexIndices &indexMapping)
{
bool hasTexCoords = mesh->HasTextureCoords(0);
bool hasNormals = mesh->HasNormals();
indexMapping.resize(mesh->mNumVertices);
for (unsigned int i = 0; i < mesh->mNumVertices; ++i)
{
unsigned int matchingIndex = 0;
aiVector3D vertex = mesh->mVertices[i];
// TODO: this seems to not work quite so well... might have something to do with the
// fact that ASSIMP is already taking care of duplicate vertices and indexing as
// appropriate? the problem seems to be only with tex coords though....
//if (!FindVertex(vertex, verticesBucket, matchingIndex))
if (true)
{
// vertex isn't in the bucket already, add it, and then record mapping between the mesh vertex index and the bucket vertex index
verticesBucket.push_back(vertex);
matchingIndex = verticesBucket.size() - 1;
// also copy the normal and tex coord into the appropriate buckets
// TODO: check if mesh has normals and/or tex coords first!
if (hasNormals)
{
aiVector3D normal = mesh->mNormals[i];
normalsBucket.push_back(normal);
}
if (hasTexCoords)
{
aiVector3D texCoord = mesh->mTextureCoords[0][i];
texCoordsBucket.push_back(texCoord);
}
}
// stating the obvious so when i come back here and read this, i know instantly
// what the fuck is going on (sad, I know):
// i = index into mesh's separate vertices list
// matchingIndex = index into bucket's vertices list
indexMapping[i] = matchingIndex;
}
}
void CollectAllMeshVertices(
const aiScene *scene,
AssimpVertices &verticesBucket,
AssimpVertices &normalsBucket,
AssimpVertices &texCoordsBucket,
AssimpVerticesMap &indexMapping)
{
for (unsigned int i = 0; i < scene->mNumMeshes; ++i)
{
aiMesh *mesh = scene->mMeshes[i];
AssimpVertexIndices indexes;
CollectVerticesInMesh(mesh, verticesBucket, normalsBucket, texCoordsBucket, indexes);
indexMapping[i] = indexes;
}
}

View file

@ -1,25 +1,25 @@
#include "utils.h"
bool IsSceneAnimated(const aiScene *scene)
{
return scene->HasAnimations();
}
bool IsSceneSkeletal(const aiScene *scene)
{
for (unsigned int i = 0; i < scene->mNumMeshes; ++i)
{
if (scene->mMeshes[i]->HasBones())
return true;
}
return false;
}
bool IsSceneStatic(const aiScene *scene)
{
if (IsSceneAnimated(scene) || IsSceneSkeletal(scene))
return false;
else
return true;
}
#include "utils.h"
bool IsSceneAnimated(const aiScene *scene)
{
return scene->HasAnimations();
}
bool IsSceneSkeletal(const aiScene *scene)
{
for (unsigned int i = 0; i < scene->mNumMeshes; ++i)
{
if (scene->mMeshes[i]->HasBones())
return true;
}
return false;
}
bool IsSceneStatic(const aiScene *scene)
{
if (IsSceneAnimated(scene) || IsSceneSkeletal(scene))
return false;
else
return true;
}

View file

@ -1,13 +1,13 @@
#ifndef __ASSIMPUTILS_TYPES_H_INCLUDED__
#define __ASSIMPUTILS_TYPES_H_INCLUDED__
#include <aiTypes.h>
#include <vector>
#include <map>
typedef std::vector<aiVector3D> AssimpVertices;
typedef std::vector<unsigned int> AssimpVertexIndices;
typedef std::map<unsigned int, AssimpVertexIndices> AssimpVerticesMap;
#endif
#ifndef __ASSIMPUTILS_TYPES_H_INCLUDED__
#define __ASSIMPUTILS_TYPES_H_INCLUDED__
#include <aiTypes.h>
#include <vector>
#include <map>
typedef std::vector<aiVector3D> AssimpVertices;
typedef std::vector<unsigned int> AssimpVertexIndices;
typedef std::map<unsigned int, AssimpVertexIndices> AssimpVerticesMap;
#endif

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@ -1,38 +1,38 @@
#ifndef __ASSIMPUTILS_UTILS_H_INCLUDED__
#define __ASSIMPUTILS_UTILS_H_INCLUDED__
#include <assimp.hpp>
#include <aiScene.h>
#include <map>
#include <vector>
#include "types.h"
bool IsSceneAnimated(const aiScene *scene);
bool IsSceneSkeletal(const aiScene *scene);
bool IsSceneStatic(const aiScene *scene);
/**
* This will go through each mesh in the scene, and store all the vertices it
* finds into one common bucket, building up a mapping as it goes so that,
* we can easily determine what mesh index and vertex index as stored by ASSIMP
* corresponds to what vertex in the common bucket. That is, after this, given:
*
* aiScene *scene = ...
* aiMesh *mesh = scene->mMeshes[meshIndex];
* unsigned int bucketIndex = mesh->mVertices[3];
* ... and/or ...
* unsigned int bucketIndex = mesh->mFaces[10]->mIndices[0];
* aiVector3D vertex = bucket[bucketIndex];
*
* where "bucketIndex" is the index into one of the bucket lists
*/
void CollectAllMeshVertices(
const aiScene *scene,
AssimpVertices &verticesBucket,
AssimpVertices &normalsBucket,
AssimpVertices &texCoordsBucket,
AssimpVerticesMap &indexMapping);
#endif
#ifndef __ASSIMPUTILS_UTILS_H_INCLUDED__
#define __ASSIMPUTILS_UTILS_H_INCLUDED__
#include <assimp.hpp>
#include <aiScene.h>
#include <map>
#include <vector>
#include "types.h"
bool IsSceneAnimated(const aiScene *scene);
bool IsSceneSkeletal(const aiScene *scene);
bool IsSceneStatic(const aiScene *scene);
/**
* This will go through each mesh in the scene, and store all the vertices it
* finds into one common bucket, building up a mapping as it goes so that,
* we can easily determine what mesh index and vertex index as stored by ASSIMP
* corresponds to what vertex in the common bucket. That is, after this, given:
*
* aiScene *scene = ...
* aiMesh *mesh = scene->mMeshes[meshIndex];
* unsigned int bucketIndex = mesh->mVertices[3];
* ... and/or ...
* unsigned int bucketIndex = mesh->mFaces[10]->mIndices[0];
* aiVector3D vertex = bucket[bucketIndex];
*
* where "bucketIndex" is the index into one of the bucket lists
*/
void CollectAllMeshVertices(
const aiScene *scene,
AssimpVertices &verticesBucket,
AssimpVertices &normalsBucket,
AssimpVertices &texCoordsBucket,
AssimpVerticesMap &indexMapping);
#endif

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@ -1,10 +1,10 @@
#ifndef __CONVERT_CONVERT_H_INCLUDED__
#define __CONVERT_CONVERT_H_INCLUDED__
#include <string>
#include <aiScene.h>
void ConvertStatic(const std::string &outfile, const aiScene *scene);
void ConvertSkeletalAnimated(const std::string &outfile, const aiScene *scene);
#endif
#ifndef __CONVERT_CONVERT_H_INCLUDED__
#define __CONVERT_CONVERT_H_INCLUDED__
#include <string>
#include <aiScene.h>
void ConvertStatic(const std::string &outfile, const aiScene *scene);
void ConvertSkeletalAnimated(const std::string &outfile, const aiScene *scene);
#endif

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@ -1,24 +1,24 @@
#ifndef __CONVERT_MESH_H_INCLUDED__
#define __CONVERT_MESH_H_INCLUDED__
#include <stdio.h>
#include <vector>
#include <aiTypes.h>
#include "../assimputils/types.h"
#include "meshmaterial.h"
#include "meshtriangle.h"
#include "submesh.h"
#include "meshjoint.h"
void WriteMeshHeader(FILE *fp);
void WriteVertices(const AssimpVertices &vertices, FILE *fp);
void WriteNormals(const AssimpVertices &normals, FILE *fp);
void WriteTexCoords(const AssimpVertices &texCoords, FILE *fp);
void WriteMaterials(const std::vector<MeshMaterial> &materials, FILE *fp);
void WriteTriangles(const std::vector<MeshTriangle> &triangles, FILE *fp);
void WriteSubMeshes(const std::vector<SubMesh> &subMeshes, FILE *fp);
void WriteJoints(const std::vector<MeshJoint> &joints, FILE *fp);
void WriteJointToVertexMap(const std::vector<uint32_t> &vertexToJointMap, FILE *fp);
void WriteJointKeyFrames(const std::vector<JointKeyFrames> &jointKeyFrames, FILE *fp);
#endif
#ifndef __CONVERT_MESH_H_INCLUDED__
#define __CONVERT_MESH_H_INCLUDED__
#include <stdio.h>
#include <vector>
#include <aiTypes.h>
#include "../assimputils/types.h"
#include "meshmaterial.h"
#include "meshtriangle.h"
#include "submesh.h"
#include "meshjoint.h"
void WriteMeshHeader(FILE *fp);
void WriteVertices(const AssimpVertices &vertices, FILE *fp);
void WriteNormals(const AssimpVertices &normals, FILE *fp);
void WriteTexCoords(const AssimpVertices &texCoords, FILE *fp);
void WriteMaterials(const std::vector<MeshMaterial> &materials, FILE *fp);
void WriteTriangles(const std::vector<MeshTriangle> &triangles, FILE *fp);
void WriteSubMeshes(const std::vector<SubMesh> &subMeshes, FILE *fp);
void WriteJoints(const std::vector<MeshJoint> &joints, FILE *fp);
void WriteJointToVertexMap(const std::vector<uint32_t> &vertexToJointMap, FILE *fp);
void WriteJointKeyFrames(const std::vector<JointKeyFrames> &jointKeyFrames, FILE *fp);
#endif

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@ -1,30 +1,30 @@
#ifndef __CONVERT_MESHJOINT_H_INCLUDED__
#define __CONVERT_MESHJOINT_H_INCLUDED__
#include <stdint.h>
#include <string>
#include <aiVector3D.h>
#include <aiQuaternion.h>
#include <vector>
struct MeshJoint
{
std::string name;
std::string parentName;
aiVector3D localPosition;
aiQuaternion localRotation;
aiVector3D offsetPosition;
aiQuaternion offsetRotation;
};
struct MeshJointKeyFrame
{
aiVector3D position;
aiQuaternion rotation;
};
typedef std::vector<MeshJointKeyFrame> JointKeyFrames;
int32_t GetIndexOf(const std::vector<MeshJoint> &joints, const std::string &name);
#endif
#ifndef __CONVERT_MESHJOINT_H_INCLUDED__
#define __CONVERT_MESHJOINT_H_INCLUDED__
#include <stdint.h>
#include <string>
#include <aiVector3D.h>
#include <aiQuaternion.h>
#include <vector>
struct MeshJoint
{
std::string name;
std::string parentName;
aiVector3D localPosition;
aiQuaternion localRotation;
aiVector3D offsetPosition;
aiQuaternion offsetRotation;
};
struct MeshJointKeyFrame
{
aiVector3D position;
aiQuaternion rotation;
};
typedef std::vector<MeshJointKeyFrame> JointKeyFrames;
int32_t GetIndexOf(const std::vector<MeshJoint> &joints, const std::string &name);
#endif

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@ -1,71 +1,71 @@
#ifndef __CONVERT_MESHMATERIAL_H_INCLUDED__
#define __CONVERT_MESHMATERIAL_H_INCLUDED__
#include <string>
#include <aiMaterial.h>
struct MeshMaterial
{
MeshMaterial()
{
}
MeshMaterial(const aiMaterial *source)
{
aiString name;
aiString textureFile;
aiColor3D ambient;
aiColor3D diffuse;
aiColor3D specular;
aiColor3D emissive;
float shininess;
float opacity;
source->Get(AI_MATKEY_NAME, name);
source->Get(AI_MATKEY_COLOR_AMBIENT, ambient);
source->Get(AI_MATKEY_COLOR_DIFFUSE, diffuse);
source->Get(AI_MATKEY_COLOR_SPECULAR, specular);
source->Get(AI_MATKEY_COLOR_EMISSIVE, emissive);
source->Get(AI_MATKEY_SHININESS, shininess);
source->Get(AI_MATKEY_OPACITY, opacity);
// TODO: need something better then this, but based on my (limited) testing
// diffuse texture seems to be the most common
source->Get(AI_MATKEY_TEXTURE_DIFFUSE(0), textureFile);
this->name = std::string(name.data, name.length);
this->texture = std::string(textureFile.data, textureFile.length);
this->ambient[0] = ambient.r;
this->ambient[1] = ambient.g;
this->ambient[2] = ambient.b;
this->diffuse[0] = diffuse.r;
this->diffuse[1] = diffuse.g;
this->diffuse[2] = diffuse.b;
this->specular[0] = specular.r;
this->specular[1] = specular.g;
this->specular[2] = specular.b;
this->emissive[0] = emissive.r;
this->emissive[1] = emissive.g;
this->emissive[2] = emissive.b;
this->shininess = shininess;
this->opacity = opacity;
}
std::string name;
std::string texture;
float ambient[3];
float diffuse[3];
float specular[3];
float emissive[3];
float shininess;
float opacity;
};
#endif
#ifndef __CONVERT_MESHMATERIAL_H_INCLUDED__
#define __CONVERT_MESHMATERIAL_H_INCLUDED__
#include <string>
#include <aiMaterial.h>
struct MeshMaterial
{
MeshMaterial()
{
}
MeshMaterial(const aiMaterial *source)
{
aiString name;
aiString textureFile;
aiColor3D ambient;
aiColor3D diffuse;
aiColor3D specular;
aiColor3D emissive;
float shininess;
float opacity;
source->Get(AI_MATKEY_NAME, name);
source->Get(AI_MATKEY_COLOR_AMBIENT, ambient);
source->Get(AI_MATKEY_COLOR_DIFFUSE, diffuse);
source->Get(AI_MATKEY_COLOR_SPECULAR, specular);
source->Get(AI_MATKEY_COLOR_EMISSIVE, emissive);
source->Get(AI_MATKEY_SHININESS, shininess);
source->Get(AI_MATKEY_OPACITY, opacity);
// TODO: need something better then this, but based on my (limited) testing
// diffuse texture seems to be the most common
source->Get(AI_MATKEY_TEXTURE_DIFFUSE(0), textureFile);
this->name = std::string(name.data, name.length);
this->texture = std::string(textureFile.data, textureFile.length);
this->ambient[0] = ambient.r;
this->ambient[1] = ambient.g;
this->ambient[2] = ambient.b;
this->diffuse[0] = diffuse.r;
this->diffuse[1] = diffuse.g;
this->diffuse[2] = diffuse.b;
this->specular[0] = specular.r;
this->specular[1] = specular.g;
this->specular[2] = specular.b;
this->emissive[0] = emissive.r;
this->emissive[1] = emissive.g;
this->emissive[2] = emissive.b;
this->shininess = shininess;
this->opacity = opacity;
}
std::string name;
std::string texture;
float ambient[3];
float diffuse[3];
float specular[3];
float emissive[3];
float shininess;
float opacity;
};
#endif

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@ -1,12 +1,12 @@
#ifndef __CONVERT_MESHTRIANGLE_H_INCLUDED__
#define __CONVERT_MESHTRIANGLE_H_INCLUDED__
#include <stdint.h>
struct MeshTriangle
{
uint32_t vertices[3];
uint32_t subMesh;
};
#endif
#ifndef __CONVERT_MESHTRIANGLE_H_INCLUDED__
#define __CONVERT_MESHTRIANGLE_H_INCLUDED__
#include <stdint.h>
struct MeshTriangle
{
uint32_t vertices[3];
uint32_t subMesh;
};
#endif

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@ -1,321 +1,321 @@
#include "mesh.h"
#include <stdio.h>
#include <stdint.h>
void WriteMeshHeader(FILE *fp)
{
fputs("MESH", fp);
uint8_t version = 1;
fwrite(&version, 1, 1, fp);
}
void WriteVertices(const AssimpVertices &vertices, FILE *fp)
{
uint32_t count = vertices.size();
if (count == 0)
return;
uint32_t size =
(sizeof(float) * 3) * // x y, z
vertices.size()
+ 4; // chunk size
fputs("VTX", fp);
fwrite(&size, 4, 1, fp);
fwrite(&count, 4, 1, fp);
for (uint32_t i = 0; i < count; ++i)
{
fwrite(&vertices[i].x, sizeof(float), 1, fp);
fwrite(&vertices[i].y, sizeof(float), 1, fp);
fwrite(&vertices[i].z, sizeof(float), 1, fp);
}
}
void WriteNormals(const AssimpVertices &normals, FILE *fp)
{
uint32_t count = normals.size();
if (count == 0)
return;
uint32_t size =
(sizeof(float) * 3) * // x y, z
normals.size()
+ 4; // chunk size
fputs("NRL", fp);
fwrite(&size, 4, 1, fp);
fwrite(&count, 4, 1, fp);
for (uint32_t i = 0; i < count; ++i)
{
fwrite(&normals[i].x, sizeof(float), 1, fp);
fwrite(&normals[i].y, sizeof(float), 1, fp);
fwrite(&normals[i].z, sizeof(float), 1, fp);
}
}
void WriteTexCoords(const AssimpVertices &texCoords, FILE *fp)
{
uint32_t count = texCoords.size();
if (count == 0)
return;
uint32_t size =
(sizeof(float) * 2) * // u, v
texCoords.size()
+ 4; // count
fputs("TXT", fp);
fwrite(&size, 4, 1, fp);
fwrite(&count, 4, 1, fp);
for (uint32_t i = 0; i < count; ++i)
{
fwrite(&texCoords[i].x, sizeof(float), 1, fp);
fwrite(&texCoords[i].y, sizeof(float), 1, fp);
}
}
void WriteMaterials(const std::vector<MeshMaterial> &materials, FILE *fp)
{
uint32_t count = materials.size();
if (count == 0)
return;
uint32_t size = 4 + // count
(
(
(sizeof(float) * 3) + // ambient
(sizeof(float) * 3) + // diffuse
(sizeof(float) * 3) + // specular
(sizeof(float) * 3) + // emissive
sizeof(float) + // shininess
sizeof(float) // opacity
) * count
);
// add up all the variable length string sizes for the material names and texture filenames
for (uint32_t i = 0; i < count; ++i)
{
size += materials[i].name.length() + 1; // include null terminator
size += materials[i].texture.length() + 1; // ditto
}
fputs("MTL", fp);
fwrite(&size, 4, 1, fp);
fwrite(&count, 4, 1, fp);
for (uint32_t i = 0; i < count; ++i)
{
const MeshMaterial *m = &materials[i];
fwrite(m->name.c_str(), m->name.length(), 1, fp);
char ch = '\0';
fwrite(&ch, 1, 1, fp);
fwrite(m->texture.c_str(), m->texture.length(), 1, fp);
fwrite(&ch, 1, 1, fp);
fwrite(&m->ambient[0], sizeof(float), 1, fp);
fwrite(&m->ambient[1], sizeof(float), 1, fp);
fwrite(&m->ambient[2], sizeof(float), 1, fp);
fwrite(&m->diffuse[0], sizeof(float), 1, fp);
fwrite(&m->diffuse[1], sizeof(float), 1, fp);
fwrite(&m->diffuse[2], sizeof(float), 1, fp);
fwrite(&m->specular[0], sizeof(float), 1, fp);
fwrite(&m->specular[1], sizeof(float), 1, fp);
fwrite(&m->specular[2], sizeof(float), 1, fp);
fwrite(&m->emissive[0], sizeof(float), 1, fp);
fwrite(&m->emissive[1], sizeof(float), 1, fp);
fwrite(&m->emissive[2], sizeof(float), 1, fp);
fwrite(&m->shininess, sizeof(float), 1, fp);
fwrite(&m->opacity, sizeof(float), 1, fp);
}
}
void WriteTriangles(const std::vector<MeshTriangle> &triangles, FILE *fp)
{
uint32_t count = triangles.size();
if (count == 0)
return;
uint32_t size = 4; // count
size +=
(
(4 * 3) // vertex indices
+ 4 // material index
) * count;
fputs("TRI", fp);
fwrite(&size, 4, 1, fp);
fwrite(&count, 4, 1, fp);
for (uint32_t i = 0; i < count; ++i)
{
const MeshTriangle *t = &triangles[i];
fwrite(&t->vertices[0], 4, 1, fp);
fwrite(&t->vertices[1], 4, 1, fp);
fwrite(&t->vertices[2], 4, 1, fp);
fwrite(&t->subMesh, 4, 1, fp);
}
}
void WriteSubMeshes(const std::vector<SubMesh> &subMeshes, FILE *fp)
{
uint32_t count = subMeshes.size();
if (count == 0)
return;
uint32_t size = 4 + // count
4 + // material index
4; // count of triangles
// add up all the variable length string sizes for the submesh names
for (uint32_t i = 0; i < count; ++i)
size += subMeshes[i].name.length() + 1; // include null terminator
fputs("GRP", fp);
fwrite(&size, 4, 1, fp);
fwrite(&count, 4, 1, fp);
for (uint32_t i = 0; i < count; ++i)
{
const SubMesh *m = &subMeshes[i];
fwrite(m->name.c_str(), m->name.length(), 1, fp);
char c = '\0';
fwrite(&c, 1, 1, fp);
fwrite(&m->material, 4, 1, fp);
fwrite(&m->numTriangles, 4, 1, fp);
}
}
void WriteJoints(const std::vector<MeshJoint> &joints, FILE *fp)
{
uint32_t count = joints.size();
if (count == 0)
return;
uint32_t size = 4 + // count
(
4 + // parent joint index
(sizeof(float) * 3) + // local position (x, y, z)
(sizeof(float) * 4) + // local rotation (x, y, z, w)
(sizeof(float) * 3) + // offset position (x, y, z)
(sizeof(float) * 4) // offset rotation (x, y, z, w)
) * count;
// add up all the variable length joint names
for (uint32_t i = 0; i < count; ++i)
size += joints[i].name.length() + 1; // include null terminator
fputs("JNT", fp);
fwrite(&size, 4, 1, fp);
fwrite(&count, 4, 1, fp);
for (uint32_t i = 0; i < count; ++i)
{
const MeshJoint *j = &joints[i];
fwrite(j->name.c_str(), j->name.length(), 1, fp);
char c = '\0';
fwrite(&c, 1, 1, fp);
int32_t parentIndex = GetIndexOf(joints, j->parentName);
fwrite(&parentIndex, 4, 1, fp);
fwrite(&j->localPosition.x, sizeof(float), 1, fp);
fwrite(&j->localPosition.y, sizeof(float), 1, fp);
fwrite(&j->localPosition.z, sizeof(float), 1, fp);
fwrite(&j->localRotation.x, sizeof(float), 1, fp);
fwrite(&j->localRotation.y, sizeof(float), 1, fp);
fwrite(&j->localRotation.z, sizeof(float), 1, fp);
fwrite(&j->localRotation.w, sizeof(float), 1, fp);
fwrite(&j->offsetPosition.x, sizeof(float), 1, fp);
fwrite(&j->offsetPosition.y, sizeof(float), 1, fp);
fwrite(&j->offsetPosition.z, sizeof(float), 1, fp);
fwrite(&j->offsetRotation.x, sizeof(float), 1, fp);
fwrite(&j->offsetRotation.y, sizeof(float), 1, fp);
fwrite(&j->offsetRotation.z, sizeof(float), 1, fp);
fwrite(&j->offsetRotation.w, sizeof(float), 1, fp);
}
}
void WriteJointToVertexMap(const std::vector<uint32_t> &vertexToJointMap, FILE *fp)
{
uint32_t count = vertexToJointMap.size();
if (count == 0)
return;
uint32_t size = 4 + // count
(4 * count); // num vertices
fputs("JTV", fp);
fwrite(&size, 4, 1, fp);
fwrite(&count, 4, 1, fp);
for (uint32_t i = 0; i < count; ++i)
{
uint32_t jointIndex = vertexToJointMap[i];
fwrite(&jointIndex, 4, 1, fp);
}
}
void WriteJointKeyFrames(const std::vector<JointKeyFrames> &jointKeyFrames, FILE *fp)
{
uint32_t numJoints = jointKeyFrames.size();
if (numJoints == 0)
return;
uint32_t numFrames = jointKeyFrames[0].size();
uint32_t size = 4 + // num frames
(
(
(sizeof(float) * 3) + // position (x, y, z)
(sizeof(float) * 4) // rotation (x, y, z, w)
) * numJoints // for each joint
) * numFrames; // for each frame
fputs("JKF", fp);
fwrite(&size, 4, 1, fp);
fwrite(&numFrames, 4, 1, fp);
for (uint32_t i = 0; i < numJoints; ++i)
{
for (uint32_t j = 0; j < numFrames; ++j)
{
const MeshJointKeyFrame *frame = &jointKeyFrames[i][j];
fwrite(&frame->position.x, sizeof(float), 1, fp);
fwrite(&frame->position.y, sizeof(float), 1, fp);
fwrite(&frame->position.z, sizeof(float), 1, fp);
fwrite(&frame->rotation.x, sizeof(float), 1, fp);
fwrite(&frame->rotation.y, sizeof(float), 1, fp);
fwrite(&frame->rotation.z, sizeof(float), 1, fp);
fwrite(&frame->rotation.w, sizeof(float), 1, fp);
}
}
}
int32_t GetIndexOf(const std::vector<MeshJoint> &joints, const std::string &name)
{
for (uint32_t i = 0; i < joints.size(); ++i)
{
if (joints[i].name == name)
return i;
}
return -1;
}
#include "mesh.h"
#include <stdio.h>
#include <stdint.h>
void WriteMeshHeader(FILE *fp)
{
fputs("MESH", fp);
uint8_t version = 1;
fwrite(&version, 1, 1, fp);
}
void WriteVertices(const AssimpVertices &vertices, FILE *fp)
{
uint32_t count = vertices.size();
if (count == 0)
return;
uint32_t size =
(sizeof(float) * 3) * // x y, z
vertices.size()
+ 4; // chunk size
fputs("VTX", fp);
fwrite(&size, 4, 1, fp);
fwrite(&count, 4, 1, fp);
for (uint32_t i = 0; i < count; ++i)
{
fwrite(&vertices[i].x, sizeof(float), 1, fp);
fwrite(&vertices[i].y, sizeof(float), 1, fp);
fwrite(&vertices[i].z, sizeof(float), 1, fp);
}
}
void WriteNormals(const AssimpVertices &normals, FILE *fp)
{
uint32_t count = normals.size();
if (count == 0)
return;
uint32_t size =
(sizeof(float) * 3) * // x y, z
normals.size()
+ 4; // chunk size
fputs("NRL", fp);
fwrite(&size, 4, 1, fp);
fwrite(&count, 4, 1, fp);
for (uint32_t i = 0; i < count; ++i)
{
fwrite(&normals[i].x, sizeof(float), 1, fp);
fwrite(&normals[i].y, sizeof(float), 1, fp);
fwrite(&normals[i].z, sizeof(float), 1, fp);
}
}
void WriteTexCoords(const AssimpVertices &texCoords, FILE *fp)
{
uint32_t count = texCoords.size();
if (count == 0)
return;
uint32_t size =
(sizeof(float) * 2) * // u, v
texCoords.size()
+ 4; // count
fputs("TXT", fp);
fwrite(&size, 4, 1, fp);
fwrite(&count, 4, 1, fp);
for (uint32_t i = 0; i < count; ++i)
{
fwrite(&texCoords[i].x, sizeof(float), 1, fp);
fwrite(&texCoords[i].y, sizeof(float), 1, fp);
}
}
void WriteMaterials(const std::vector<MeshMaterial> &materials, FILE *fp)
{
uint32_t count = materials.size();
if (count == 0)
return;
uint32_t size = 4 + // count
(
(
(sizeof(float) * 3) + // ambient
(sizeof(float) * 3) + // diffuse
(sizeof(float) * 3) + // specular
(sizeof(float) * 3) + // emissive
sizeof(float) + // shininess
sizeof(float) // opacity
) * count
);
// add up all the variable length string sizes for the material names and texture filenames
for (uint32_t i = 0; i < count; ++i)
{
size += materials[i].name.length() + 1; // include null terminator
size += materials[i].texture.length() + 1; // ditto
}
fputs("MTL", fp);
fwrite(&size, 4, 1, fp);
fwrite(&count, 4, 1, fp);
for (uint32_t i = 0; i < count; ++i)
{
const MeshMaterial *m = &materials[i];
fwrite(m->name.c_str(), m->name.length(), 1, fp);
char ch = '\0';
fwrite(&ch, 1, 1, fp);
fwrite(m->texture.c_str(), m->texture.length(), 1, fp);
fwrite(&ch, 1, 1, fp);
fwrite(&m->ambient[0], sizeof(float), 1, fp);
fwrite(&m->ambient[1], sizeof(float), 1, fp);
fwrite(&m->ambient[2], sizeof(float), 1, fp);
fwrite(&m->diffuse[0], sizeof(float), 1, fp);
fwrite(&m->diffuse[1], sizeof(float), 1, fp);
fwrite(&m->diffuse[2], sizeof(float), 1, fp);
fwrite(&m->specular[0], sizeof(float), 1, fp);
fwrite(&m->specular[1], sizeof(float), 1, fp);
fwrite(&m->specular[2], sizeof(float), 1, fp);
fwrite(&m->emissive[0], sizeof(float), 1, fp);
fwrite(&m->emissive[1], sizeof(float), 1, fp);
fwrite(&m->emissive[2], sizeof(float), 1, fp);
fwrite(&m->shininess, sizeof(float), 1, fp);
fwrite(&m->opacity, sizeof(float), 1, fp);
}
}
void WriteTriangles(const std::vector<MeshTriangle> &triangles, FILE *fp)
{
uint32_t count = triangles.size();
if (count == 0)
return;
uint32_t size = 4; // count
size +=
(
(4 * 3) // vertex indices
+ 4 // material index
) * count;
fputs("TRI", fp);
fwrite(&size, 4, 1, fp);
fwrite(&count, 4, 1, fp);
for (uint32_t i = 0; i < count; ++i)
{
const MeshTriangle *t = &triangles[i];
fwrite(&t->vertices[0], 4, 1, fp);
fwrite(&t->vertices[1], 4, 1, fp);
fwrite(&t->vertices[2], 4, 1, fp);
fwrite(&t->subMesh, 4, 1, fp);
}
}
void WriteSubMeshes(const std::vector<SubMesh> &subMeshes, FILE *fp)
{
uint32_t count = subMeshes.size();
if (count == 0)
return;
uint32_t size = 4 + // count
4 + // material index
4; // count of triangles
// add up all the variable length string sizes for the submesh names
for (uint32_t i = 0; i < count; ++i)
size += subMeshes[i].name.length() + 1; // include null terminator
fputs("GRP", fp);
fwrite(&size, 4, 1, fp);
fwrite(&count, 4, 1, fp);
for (uint32_t i = 0; i < count; ++i)
{
const SubMesh *m = &subMeshes[i];
fwrite(m->name.c_str(), m->name.length(), 1, fp);
char c = '\0';
fwrite(&c, 1, 1, fp);
fwrite(&m->material, 4, 1, fp);
fwrite(&m->numTriangles, 4, 1, fp);
}
}
void WriteJoints(const std::vector<MeshJoint> &joints, FILE *fp)
{
uint32_t count = joints.size();
if (count == 0)
return;
uint32_t size = 4 + // count
(
4 + // parent joint index
(sizeof(float) * 3) + // local position (x, y, z)
(sizeof(float) * 4) + // local rotation (x, y, z, w)
(sizeof(float) * 3) + // offset position (x, y, z)
(sizeof(float) * 4) // offset rotation (x, y, z, w)
) * count;
// add up all the variable length joint names
for (uint32_t i = 0; i < count; ++i)
size += joints[i].name.length() + 1; // include null terminator
fputs("JNT", fp);
fwrite(&size, 4, 1, fp);
fwrite(&count, 4, 1, fp);
for (uint32_t i = 0; i < count; ++i)
{
const MeshJoint *j = &joints[i];
fwrite(j->name.c_str(), j->name.length(), 1, fp);
char c = '\0';
fwrite(&c, 1, 1, fp);
int32_t parentIndex = GetIndexOf(joints, j->parentName);
fwrite(&parentIndex, 4, 1, fp);
fwrite(&j->localPosition.x, sizeof(float), 1, fp);
fwrite(&j->localPosition.y, sizeof(float), 1, fp);
fwrite(&j->localPosition.z, sizeof(float), 1, fp);
fwrite(&j->localRotation.x, sizeof(float), 1, fp);
fwrite(&j->localRotation.y, sizeof(float), 1, fp);
fwrite(&j->localRotation.z, sizeof(float), 1, fp);
fwrite(&j->localRotation.w, sizeof(float), 1, fp);
fwrite(&j->offsetPosition.x, sizeof(float), 1, fp);
fwrite(&j->offsetPosition.y, sizeof(float), 1, fp);
fwrite(&j->offsetPosition.z, sizeof(float), 1, fp);
fwrite(&j->offsetRotation.x, sizeof(float), 1, fp);
fwrite(&j->offsetRotation.y, sizeof(float), 1, fp);
fwrite(&j->offsetRotation.z, sizeof(float), 1, fp);
fwrite(&j->offsetRotation.w, sizeof(float), 1, fp);
}
}
void WriteJointToVertexMap(const std::vector<uint32_t> &vertexToJointMap, FILE *fp)
{
uint32_t count = vertexToJointMap.size();
if (count == 0)
return;
uint32_t size = 4 + // count
(4 * count); // num vertices
fputs("JTV", fp);
fwrite(&size, 4, 1, fp);
fwrite(&count, 4, 1, fp);
for (uint32_t i = 0; i < count; ++i)
{
uint32_t jointIndex = vertexToJointMap[i];
fwrite(&jointIndex, 4, 1, fp);
}
}
void WriteJointKeyFrames(const std::vector<JointKeyFrames> &jointKeyFrames, FILE *fp)
{
uint32_t numJoints = jointKeyFrames.size();
if (numJoints == 0)
return;
uint32_t numFrames = jointKeyFrames[0].size();
uint32_t size = 4 + // num frames
(
(
(sizeof(float) * 3) + // position (x, y, z)
(sizeof(float) * 4) // rotation (x, y, z, w)
) * numJoints // for each joint
) * numFrames; // for each frame
fputs("JKF", fp);
fwrite(&size, 4, 1, fp);
fwrite(&numFrames, 4, 1, fp);
for (uint32_t i = 0; i < numJoints; ++i)
{
for (uint32_t j = 0; j < numFrames; ++j)
{
const MeshJointKeyFrame *frame = &jointKeyFrames[i][j];
fwrite(&frame->position.x, sizeof(float), 1, fp);
fwrite(&frame->position.y, sizeof(float), 1, fp);
fwrite(&frame->position.z, sizeof(float), 1, fp);
fwrite(&frame->rotation.x, sizeof(float), 1, fp);
fwrite(&frame->rotation.y, sizeof(float), 1, fp);
fwrite(&frame->rotation.z, sizeof(float), 1, fp);
fwrite(&frame->rotation.w, sizeof(float), 1, fp);
}
}
}
int32_t GetIndexOf(const std::vector<MeshJoint> &joints, const std::string &name)
{
for (uint32_t i = 0; i < joints.size(); ++i)
{
if (joints[i].name == name)
return i;
}
return -1;
}

View file

@ -1,147 +1,147 @@
#include "convert.h"
#include <stdio.h>
#include <stdint.h>
#include <exception>
#include "mesh.h"
#include "../assimputils/utils.h"
void ConvertSkeletalAnimated(const std::string &outfile, const aiScene *scene)
{
FILE *fp = fopen(outfile.c_str(), "wb");
if (fp == NULL)
throw std::exception("Error creating output file.");
WriteMeshHeader(fp);
// basic mesh info
AssimpVertices vertices;
AssimpVertices normals;
AssimpVertices texCoords;
AssimpVerticesMap vertexIndicesMap;
CollectAllMeshVertices(scene, vertices, normals, texCoords, vertexIndicesMap);
WriteVertices(vertices, fp);
WriteNormals(normals, fp);
WriteTexCoords(texCoords, fp);
// materials
std::vector<MeshMaterial> materials;
for (unsigned int i = 0; i < scene->mNumMaterials; ++i)
{
MeshMaterial material = MeshMaterial(scene->mMaterials[i]);
materials.push_back(material);
}
WriteMaterials(materials, fp);
// triangles
std::vector<MeshTriangle> triangles;
for (unsigned int i = 0; i < scene->mNumMeshes; ++i)
{
aiMesh *mesh = scene->mMeshes[i];
for (unsigned int j = 0; j < mesh->mNumFaces; ++j)
{
aiFace *face = &mesh->mFaces[j];
MeshTriangle triangle;
triangle.vertices[0] = vertexIndicesMap[i][face->mIndices[0]];
triangle.vertices[1] = vertexIndicesMap[i][face->mIndices[1]];
triangle.vertices[2] = vertexIndicesMap[i][face->mIndices[2]];
triangle.subMesh = i;
triangles.push_back(triangle);
}
}
WriteTriangles(triangles, fp);
// sub meshes
std::vector<SubMesh> subMeshes;
for (unsigned int i = 0; i < scene->mNumMeshes; ++i)
{
aiMesh *mesh = scene->mMeshes[i];
SubMesh subMesh;
subMesh.name = std::string(mesh->mName.data, mesh->mName.length);
subMesh.material = mesh->mMaterialIndex;
subMesh.numTriangles = mesh->mNumFaces;
subMeshes.push_back(subMesh);
}
WriteSubMeshes(subMeshes, fp);
// TODO: cheating for now, but according to the ASSIMP doc's, there could be
// models which have nodes that are not used by any bones, but still
// affect the skeleton pose, because child nodes *are* used by bones
// and so, any parent node transformations will apply and need to be
// carried down the chain. None of the test models I'm using have this
// type of node structure, so I'm ignoring it for now :)
// collect basic skeleton/joint info
std::vector<MeshJoint> joints;
std::vector<uint32_t> vertexToJointMap;
vertexToJointMap.resize(vertices.size());
for (unsigned int i = 0; i < scene->mNumMeshes; ++i)
{
aiMesh *mesh = scene->mMeshes[i];
for (unsigned int j = 0; j < mesh->mNumBones; ++j)
{
aiBone *bone = mesh->mBones[j];
aiNode *node = scene->mRootNode->FindNode(bone->mName);
aiNode *parentNode = node->mParent;
MeshJoint joint;
joint.name = std::string(bone->mName.data, bone->mName.length);
if (strcmp(parentNode->mName.data, "$dummy_root") == 0)
joint.parentName = "";
else
joint.parentName = std::string(parentNode->mName.data, parentNode->mName.length);
aiMatrix4x4 transform = node->mTransformation * bone->mOffsetMatrix;
node->mTransformation.DecomposeNoScaling(joint.localRotation, joint.localPosition);
bone->mOffsetMatrix.DecomposeNoScaling(joint.offsetRotation, joint.offsetPosition);
// assumption: sum of all bone->mNumWeights is always == vertices.size()
for (unsigned int k = 0; k < bone->mNumWeights; ++k)
{
aiVertexWeight *weight = &bone->mWeights[k];
unsigned int index = vertexIndicesMap[i][weight->mVertexId];
vertexToJointMap[index] = j;
}
joints.push_back(joint);
}
}
WriteJoints(joints, fp);
WriteJointToVertexMap(vertexToJointMap, fp);
// TODO: this collection process is dumb at the moment. assumes each bone
// has the same number of frames as all the other ones. also, every
// test model i've used so far puts all the frames into a single
// animation (usually without a name even). so this is, for now, only
// looking at the first aiAnimation object. ALSO, because i'm REALLY
// lazy, the animations aiNodeAnim objects are assumed to be in the
// same order as the bones were collected in :)
// collect joint keyframes
std::vector<JointKeyFrames> meshFrames;
aiAnimation *animation = scene->mAnimations[0];
for (unsigned int i = 0; i < animation->mNumChannels; ++i)
{
aiNodeAnim *nodeAnim = animation->mChannels[i];
JointKeyFrames jointFrames;
for (unsigned int j = 0; j < nodeAnim->mNumPositionKeys; ++j)
{
// TODO: should really get the times too
MeshJointKeyFrame frame;
frame.position = nodeAnim->mPositionKeys[j].mValue;
frame.rotation = nodeAnim->mRotationKeys[j].mValue;
jointFrames.push_back(frame);
}
meshFrames.push_back(jointFrames);
}
WriteJointKeyFrames(meshFrames, fp);
fclose(fp);
}
#include "convert.h"
#include <stdio.h>
#include <stdint.h>
#include <exception>
#include "mesh.h"
#include "../assimputils/utils.h"
void ConvertSkeletalAnimated(const std::string &outfile, const aiScene *scene)
{
FILE *fp = fopen(outfile.c_str(), "wb");
if (fp == NULL)
throw std::exception("Error creating output file.");
WriteMeshHeader(fp);
// basic mesh info
AssimpVertices vertices;
AssimpVertices normals;
AssimpVertices texCoords;
AssimpVerticesMap vertexIndicesMap;
CollectAllMeshVertices(scene, vertices, normals, texCoords, vertexIndicesMap);
WriteVertices(vertices, fp);
WriteNormals(normals, fp);
WriteTexCoords(texCoords, fp);
// materials
std::vector<MeshMaterial> materials;
for (unsigned int i = 0; i < scene->mNumMaterials; ++i)
{
MeshMaterial material = MeshMaterial(scene->mMaterials[i]);
materials.push_back(material);
}
WriteMaterials(materials, fp);
// triangles
std::vector<MeshTriangle> triangles;
for (unsigned int i = 0; i < scene->mNumMeshes; ++i)
{
aiMesh *mesh = scene->mMeshes[i];
for (unsigned int j = 0; j < mesh->mNumFaces; ++j)
{
aiFace *face = &mesh->mFaces[j];
MeshTriangle triangle;
triangle.vertices[0] = vertexIndicesMap[i][face->mIndices[0]];
triangle.vertices[1] = vertexIndicesMap[i][face->mIndices[1]];
triangle.vertices[2] = vertexIndicesMap[i][face->mIndices[2]];
triangle.subMesh = i;
triangles.push_back(triangle);
}
}
WriteTriangles(triangles, fp);
// sub meshes
std::vector<SubMesh> subMeshes;
for (unsigned int i = 0; i < scene->mNumMeshes; ++i)
{
aiMesh *mesh = scene->mMeshes[i];
SubMesh subMesh;
subMesh.name = std::string(mesh->mName.data, mesh->mName.length);
subMesh.material = mesh->mMaterialIndex;
subMesh.numTriangles = mesh->mNumFaces;
subMeshes.push_back(subMesh);
}
WriteSubMeshes(subMeshes, fp);
// TODO: cheating for now, but according to the ASSIMP doc's, there could be
// models which have nodes that are not used by any bones, but still
// affect the skeleton pose, because child nodes *are* used by bones
// and so, any parent node transformations will apply and need to be
// carried down the chain. None of the test models I'm using have this
// type of node structure, so I'm ignoring it for now :)
// collect basic skeleton/joint info
std::vector<MeshJoint> joints;
std::vector<uint32_t> vertexToJointMap;
vertexToJointMap.resize(vertices.size());
for (unsigned int i = 0; i < scene->mNumMeshes; ++i)
{
aiMesh *mesh = scene->mMeshes[i];
for (unsigned int j = 0; j < mesh->mNumBones; ++j)
{
aiBone *bone = mesh->mBones[j];
aiNode *node = scene->mRootNode->FindNode(bone->mName);
aiNode *parentNode = node->mParent;
MeshJoint joint;
joint.name = std::string(bone->mName.data, bone->mName.length);
if (strcmp(parentNode->mName.data, "$dummy_root") == 0)
joint.parentName = "";
else
joint.parentName = std::string(parentNode->mName.data, parentNode->mName.length);
aiMatrix4x4 transform = node->mTransformation * bone->mOffsetMatrix;
node->mTransformation.DecomposeNoScaling(joint.localRotation, joint.localPosition);
bone->mOffsetMatrix.DecomposeNoScaling(joint.offsetRotation, joint.offsetPosition);
// assumption: sum of all bone->mNumWeights is always == vertices.size()
for (unsigned int k = 0; k < bone->mNumWeights; ++k)
{
aiVertexWeight *weight = &bone->mWeights[k];
unsigned int index = vertexIndicesMap[i][weight->mVertexId];
vertexToJointMap[index] = j;
}
joints.push_back(joint);
}
}
WriteJoints(joints, fp);
WriteJointToVertexMap(vertexToJointMap, fp);
// TODO: this collection process is dumb at the moment. assumes each bone
// has the same number of frames as all the other ones. also, every
// test model i've used so far puts all the frames into a single
// animation (usually without a name even). so this is, for now, only
// looking at the first aiAnimation object. ALSO, because i'm REALLY
// lazy, the animations aiNodeAnim objects are assumed to be in the
// same order as the bones were collected in :)
// collect joint keyframes
std::vector<JointKeyFrames> meshFrames;
aiAnimation *animation = scene->mAnimations[0];
for (unsigned int i = 0; i < animation->mNumChannels; ++i)
{
aiNodeAnim *nodeAnim = animation->mChannels[i];
JointKeyFrames jointFrames;
for (unsigned int j = 0; j < nodeAnim->mNumPositionKeys; ++j)
{
// TODO: should really get the times too
MeshJointKeyFrame frame;
frame.position = nodeAnim->mPositionKeys[j].mValue;
frame.rotation = nodeAnim->mRotationKeys[j].mValue;
jointFrames.push_back(frame);
}
meshFrames.push_back(jointFrames);
}
WriteJointKeyFrames(meshFrames, fp);
fclose(fp);
}

View file

@ -1,73 +1,73 @@
#include "convert.h"
#include <stdio.h>
#include <stdint.h>
#include <exception>
#include "mesh.h"
#include "../assimputils/utils.h"
void ConvertStatic(const std::string &outfile, const aiScene *scene)
{
FILE *fp = fopen(outfile.c_str(), "wb");
if (fp == NULL)
throw std::exception("Error creating output file.");
WriteMeshHeader(fp);
// basic mesh info
AssimpVertices vertices;
AssimpVertices normals;
AssimpVertices texCoords;
AssimpVerticesMap vertexIndicesMap;
CollectAllMeshVertices(scene, vertices, normals, texCoords, vertexIndicesMap);
WriteVertices(vertices, fp);
WriteNormals(normals, fp);
WriteTexCoords(texCoords, fp);
// materials
std::vector<MeshMaterial> materials;
for (unsigned int i = 0; i < scene->mNumMaterials; ++i)
{
MeshMaterial material = MeshMaterial(scene->mMaterials[i]);
materials.push_back(material);
}
WriteMaterials(materials, fp);
// triangles
std::vector<MeshTriangle> triangles;
for (unsigned int i = 0; i < scene->mNumMeshes; ++i)
{
aiMesh *mesh = scene->mMeshes[i];
for (unsigned int j = 0; j < mesh->mNumFaces; ++j)
{
aiFace *face = &mesh->mFaces[j];
MeshTriangle triangle;
triangle.vertices[0] = vertexIndicesMap[i][face->mIndices[0]];
triangle.vertices[1] = vertexIndicesMap[i][face->mIndices[1]];
triangle.vertices[2] = vertexIndicesMap[i][face->mIndices[2]];
triangle.subMesh = i;
triangles.push_back(triangle);
}
}
WriteTriangles(triangles, fp);
// sub meshes
std::vector<SubMesh> subMeshes;
for (unsigned int i = 0; i < scene->mNumMeshes; ++i)
{
aiMesh *mesh = scene->mMeshes[i];
SubMesh subMesh;
subMesh.name = std::string(mesh->mName.data, mesh->mName.length);
subMesh.material = mesh->mMaterialIndex;
subMesh.numTriangles = mesh->mNumFaces;
subMeshes.push_back(subMesh);
}
WriteSubMeshes(subMeshes, fp);
fclose(fp);
}
#include "convert.h"
#include <stdio.h>
#include <stdint.h>
#include <exception>
#include "mesh.h"
#include "../assimputils/utils.h"
void ConvertStatic(const std::string &outfile, const aiScene *scene)
{
FILE *fp = fopen(outfile.c_str(), "wb");
if (fp == NULL)
throw std::exception("Error creating output file.");
WriteMeshHeader(fp);
// basic mesh info
AssimpVertices vertices;
AssimpVertices normals;
AssimpVertices texCoords;
AssimpVerticesMap vertexIndicesMap;
CollectAllMeshVertices(scene, vertices, normals, texCoords, vertexIndicesMap);
WriteVertices(vertices, fp);
WriteNormals(normals, fp);
WriteTexCoords(texCoords, fp);
// materials
std::vector<MeshMaterial> materials;
for (unsigned int i = 0; i < scene->mNumMaterials; ++i)
{
MeshMaterial material = MeshMaterial(scene->mMaterials[i]);
materials.push_back(material);
}
WriteMaterials(materials, fp);
// triangles
std::vector<MeshTriangle> triangles;
for (unsigned int i = 0; i < scene->mNumMeshes; ++i)
{
aiMesh *mesh = scene->mMeshes[i];
for (unsigned int j = 0; j < mesh->mNumFaces; ++j)
{
aiFace *face = &mesh->mFaces[j];
MeshTriangle triangle;
triangle.vertices[0] = vertexIndicesMap[i][face->mIndices[0]];
triangle.vertices[1] = vertexIndicesMap[i][face->mIndices[1]];
triangle.vertices[2] = vertexIndicesMap[i][face->mIndices[2]];
triangle.subMesh = i;
triangles.push_back(triangle);
}
}
WriteTriangles(triangles, fp);
// sub meshes
std::vector<SubMesh> subMeshes;
for (unsigned int i = 0; i < scene->mNumMeshes; ++i)
{
aiMesh *mesh = scene->mMeshes[i];
SubMesh subMesh;
subMesh.name = std::string(mesh->mName.data, mesh->mName.length);
subMesh.material = mesh->mMaterialIndex;
subMesh.numTriangles = mesh->mNumFaces;
subMeshes.push_back(subMesh);
}
WriteSubMeshes(subMeshes, fp);
fclose(fp);
}

View file

@ -1,14 +1,14 @@
#ifndef __CONVERT_SUBMESH_H_INCLUDED__
#define __CONVERT_SUBMESH_H_INCLUDED__
#include <stdint.h>
#include <string>
struct SubMesh
{
std::string name;
uint32_t material;
uint32_t numTriangles;
};
#endif
#ifndef __CONVERT_SUBMESH_H_INCLUDED__
#define __CONVERT_SUBMESH_H_INCLUDED__
#include <stdint.h>
#include <string>
struct SubMesh
{
std::string name;
uint32_t material;
uint32_t numTriangles;
};
#endif

View file

@ -1,142 +1,142 @@
#include <stdio.h>
#include <string>
#include <exception>
#include <assimp.hpp>
#include <aiScene.h>
#include <aiPostProcess.h>
#include "utils/utils.h"
#include "assimputils/utils.h"
#include "convert/convert.h"
#include "nodetree/nodetree.h"
int main(int argc, char *argv[])
{
printf("ASSIMP-to-MESH Converter.\n");
if (argc == 1)
{
printf("Usage: assimptomesh.exe [--describe=txtfile] [--out=outputfile] inputfile\n\n");
return 0;
}
// input file is always the last argument
std::string file = argv[argc - 1];
std::string outputFile;
std::string describeFile;
// find any options
for (int i = 1; i < argc - 1; ++i)
{
std::string arg = argv[i];
if (arg.substr(0, 11) == "--describe=")
{
if (arg.length() == 11)
{
printf("Missing description output filename.\n");
return 1;
}
describeFile = arg.substr(11);
}
else if (arg.substr(0, 6) == "--out=")
{
if (arg.length() == 6)
{
printf("Missing output filename.\n");
return 1;
}
outputFile = arg.substr(6);
}
}
// attempt to load the input file
printf("Input file: %s\n", file.c_str());
Assimp::Importer importer;
const aiScene *scene = importer.ReadFile(file,
aiProcess_JoinIdenticalVertices |
aiProcess_GenSmoothNormals |
aiProcess_Triangulate |
aiProcess_RemoveRedundantMaterials |
aiProcess_SortByPType |
aiProcess_OptimizeMeshes |
aiProcess_OptimizeGraph |
aiProcess_GenUVCoords |
aiProcess_TransformUVCoords |
aiProcess_FlipUVs |
aiProcess_FindInvalidData
);
if (!scene)
{
printf("Failed to load input file: %s\n\n", importer.GetErrorString());
return 1;
}
printf("Scene loaded.\n");
// input file loaded, now get the output filename (if not provided via command line)
if (outputFile.length() == 0)
{
outputFile = GetMeshFilenameFromInput(file);
if (outputFile.length() == 0)
{
printf("Unable to determine output mesh filename from the input file name.\n\n");
return 1;
}
}
printf("Output file: %s\n", outputFile.c_str());
// optionally show info about the entire scene before doing the conversion
if (describeFile.length() > 0)
{
try
{
Walk(scene, describeFile);
}
catch (std::exception &ex)
{
printf("Error: %s\n", ex.what());
return 1;
}
}
// attempt conversion using an appropriate converter based on what kind of scene it is
if (IsSceneStatic(scene))
{
printf("Using static converter.\n");
try
{
ConvertStatic(outputFile, scene);
}
catch (std::exception &ex)
{
printf("Error: %s\n", ex.what());
return 1;
}
printf("Convert complete.\n");
}
else if (IsSceneAnimated(scene) && IsSceneSkeletal(scene))
{
printf("Using skeletal animation converter.\n");
try
{
ConvertSkeletalAnimated(outputFile, scene);
}
catch (std::exception &ex)
{
printf("Error: %s\n", ex.what());
return 1;
}
printf("Convert complete.\n");
}
else
{
printf("Unknown scene format.\n");
return 1;
}
return 0;
}
#include <stdio.h>
#include <string>
#include <exception>
#include <assimp.hpp>
#include <aiScene.h>
#include <aiPostProcess.h>
#include "utils/utils.h"
#include "assimputils/utils.h"
#include "convert/convert.h"
#include "nodetree/nodetree.h"
int main(int argc, char *argv[])
{
printf("ASSIMP-to-MESH Converter.\n");
if (argc == 1)
{
printf("Usage: assimptomesh.exe [--describe=txtfile] [--out=outputfile] inputfile\n\n");
return 0;
}
// input file is always the last argument
std::string file = argv[argc - 1];
std::string outputFile;
std::string describeFile;
// find any options
for (int i = 1; i < argc - 1; ++i)
{
std::string arg = argv[i];
if (arg.substr(0, 11) == "--describe=")
{
if (arg.length() == 11)
{
printf("Missing description output filename.\n");
return 1;
}
describeFile = arg.substr(11);
}
else if (arg.substr(0, 6) == "--out=")
{
if (arg.length() == 6)
{
printf("Missing output filename.\n");
return 1;
}
outputFile = arg.substr(6);
}
}
// attempt to load the input file
printf("Input file: %s\n", file.c_str());
Assimp::Importer importer;
const aiScene *scene = importer.ReadFile(file,
aiProcess_JoinIdenticalVertices |
aiProcess_GenSmoothNormals |
aiProcess_Triangulate |
aiProcess_RemoveRedundantMaterials |
aiProcess_SortByPType |
aiProcess_OptimizeMeshes |
aiProcess_OptimizeGraph |
aiProcess_GenUVCoords |
aiProcess_TransformUVCoords |
aiProcess_FlipUVs |
aiProcess_FindInvalidData
);
if (!scene)
{
printf("Failed to load input file: %s\n\n", importer.GetErrorString());
return 1;
}
printf("Scene loaded.\n");
// input file loaded, now get the output filename (if not provided via command line)
if (outputFile.length() == 0)
{
outputFile = GetMeshFilenameFromInput(file);
if (outputFile.length() == 0)
{
printf("Unable to determine output mesh filename from the input file name.\n\n");
return 1;
}
}
printf("Output file: %s\n", outputFile.c_str());
// optionally show info about the entire scene before doing the conversion
if (describeFile.length() > 0)
{
try
{
Walk(scene, describeFile);
}
catch (std::exception &ex)
{
printf("Error: %s\n", ex.what());
return 1;
}
}
// attempt conversion using an appropriate converter based on what kind of scene it is
if (IsSceneStatic(scene))
{
printf("Using static converter.\n");
try
{
ConvertStatic(outputFile, scene);
}
catch (std::exception &ex)
{
printf("Error: %s\n", ex.what());
return 1;
}
printf("Convert complete.\n");
}
else if (IsSceneAnimated(scene) && IsSceneSkeletal(scene))
{
printf("Using skeletal animation converter.\n");
try
{
ConvertSkeletalAnimated(outputFile, scene);
}
catch (std::exception &ex)
{
printf("Error: %s\n", ex.what());
return 1;
}
printf("Convert complete.\n");
}
else
{
printf("Unknown scene format.\n");
return 1;
}
return 0;
}

View file

@ -1,266 +1,266 @@
#include "nodetree.h"
#include <stdio.h>
#include <string>
void WalkNode(const aiNode *node);
void ShowMeshInfo(const aiMesh *mesh, const aiScene *scene);
void ShowMaterialInfo(const aiMaterial *material);
void ShowMaterialTextureInfo(const aiMaterial *material, aiTextureType type, const std::string &typeText);
void ShowAnimationInfo(const aiAnimation *animation);
unsigned int g_level;
FILE *g_fp = NULL;
std::string GetIndentString()
{
std::string indent;
for (unsigned int i = 0; i < g_level; ++i)
indent += " ";
return indent;
}
void Walk(const aiScene *scene, const std::string &filename)
{
g_level = 0;
g_fp = fopen(filename.c_str(), "w");
if (g_fp == NULL)
throw std::exception("Error creating description output file.");
fprintf(g_fp, "\n*** GENERAL SCENE INFO ***\n\n");
fprintf(g_fp, "HasAnimations: %s\n", scene->HasAnimations() ? "yes" : "no");
fprintf(g_fp, "HasMaterials: %s\n", scene->HasMaterials() ? "yes" : "no");
fprintf(g_fp, "HasMeshes: %s\n", scene->HasMeshes() ? "yes" : "no");
fprintf(g_fp, "mNumAnimations: %d\n", scene->mNumAnimations);
fprintf(g_fp, "mNumMaterials: %d\n", scene->mNumMaterials);
fprintf(g_fp, "mNumMeshes: %d\n", scene->mNumMeshes);
fprintf(g_fp, "\n");
if (scene->mNumMaterials > 0)
{
fprintf(g_fp, "\n*** MATERIALS ***\n\n");
for (unsigned int i = 0; i < scene->mNumMaterials; ++i)
{
fprintf(g_fp, "[%d]:\n", i);
ShowMaterialInfo(scene->mMaterials[i]);
}
}
fprintf(g_fp, "\n*** MESHES ***\n\n");
for (unsigned int i = 0; i < scene->mNumMeshes; ++i)
{
fprintf(g_fp, "[%d]\n", i);
ShowMeshInfo(scene->mMeshes[i], scene);
}
fprintf(g_fp, "\n*** NODES ***\n");
WalkNode(scene->mRootNode);
if (scene->mNumAnimations > 0)
{
fprintf(g_fp, "\n*** ANIMATIONS ***\n\n");
for (unsigned int i = 0; i < scene->mNumAnimations; ++i)
{
fprintf(g_fp, "[%d]:\n", i);
ShowAnimationInfo(scene->mAnimations[i]);
}
}
fclose(g_fp);
g_fp = NULL;
}
void WalkNode(const aiNode *node)
{
++g_level;
fprintf(g_fp, "\n");
std::string indent = GetIndentString();
aiQuaternion rotation;
aiVector3D scaling;
aiVector3D position;
node->mTransformation.Decompose(scaling, rotation, position);
fprintf(g_fp, "%sName: %s\n", indent.c_str(), node->mName.data);
fprintf(g_fp, "%smNumChildren: %d\n", indent.c_str(), node->mNumChildren);
fprintf(g_fp, "%smNumMeshes: %d", indent.c_str(), node->mNumMeshes);
if (node->mNumMeshes > 0)
{
fprintf(g_fp, " [");
for (unsigned int i = 0; i < node->mNumMeshes; ++i)
{
if (i > 0)
fprintf(g_fp, ", ");
fprintf(g_fp, "%d", node->mMeshes[i]);
}
fprintf(g_fp, "]");
}
fprintf(g_fp, "\n");
fprintf(g_fp, "%smTransformation:\n", indent.c_str());
fprintf(g_fp, "%s - Rotation: %f, %f, %f, %f\n", indent.c_str(), rotation.x, rotation.y, rotation.z, rotation.w);
fprintf(g_fp, "%s - Scaling: %f, %f, %f\n", indent.c_str(), scaling.x, scaling.y, scaling.z);
fprintf(g_fp, "%s - Position: %f, %f, %f\n", indent.c_str(), position.x, position.y, position.z);
for (unsigned int i = 0; i < node->mNumChildren; ++i)
WalkNode(node->mChildren[i]);
--g_level;
}
void ShowMeshInfo(const aiMesh *mesh, const aiScene *scene)
{
fprintf(g_fp, " Name: %s\n", mesh->mName.data);
fprintf(g_fp, " HasBones: %s\n", mesh->HasBones() ? "yes" : "no");
fprintf(g_fp, " HasFaces: %s\n", mesh->HasFaces() ? "yes" : "no");
fprintf(g_fp, " HasNormals: %s\n", mesh->HasNormals() ? "yes" : "no");
fprintf(g_fp, " HasPositions: %s\n", mesh->HasPositions() ? "yes" : "no");
fprintf(g_fp, " HasTangentsAndBitangents: %s\n", mesh->HasTangentsAndBitangents() ? "yes" : "no");
fprintf(g_fp, " HasTextureCoords: %s, %s, %s, %s\n",
(mesh->HasTextureCoords(0) ? "yes" : "no"),
(mesh->HasTextureCoords(1) ? "yes" : "no"),
(mesh->HasTextureCoords(2) ? "yes" : "no"),
(mesh->HasTextureCoords(3) ? "yes" : "no")
);
fprintf(g_fp, " HasVertexColors: %s, %s, %s, %s\n",
(mesh->HasVertexColors(0) ? "yes" : "no"),
(mesh->HasVertexColors(1) ? "yes" : "no"),
(mesh->HasVertexColors(2) ? "yes" : "no"),
(mesh->HasVertexColors(3) ? "yes" : "no")
);
fprintf(g_fp, " mMaterialIndex: %d\n", mesh->mMaterialIndex);
fprintf(g_fp, " mNumFaces: %d\n", mesh->mNumFaces);
fprintf(g_fp, " mPrimitiveTypes: %d - (All Triangles? %s)\n", mesh->mPrimitiveTypes, mesh->mPrimitiveTypes == aiPrimitiveType_TRIANGLE ? "yes" : "no");
fprintf(g_fp, " mNumVertices: %d\n", mesh->mNumVertices);
fprintf(g_fp, " mNumUVComponents: %d, %d, %d, %d\n", mesh->mNumUVComponents[0], mesh->mNumUVComponents[1], mesh->mNumUVComponents[2], mesh->mNumUVComponents[3]);
fprintf(g_fp, " mNumBones: %d\n", mesh->mNumBones);
fprintf(g_fp, " mNumAnimMeshes: %d\n", mesh->mNumAnimMeshes);
fprintf(g_fp, " mBones:\n");
for (unsigned int i = 0; i < mesh->mNumBones; ++i)
{
aiBone *bone = mesh->mBones[i];
aiQuaternion rotation;
aiVector3D scaling;
aiVector3D position;
bone->mOffsetMatrix.Decompose(scaling, rotation, position);
aiString parentName = "[null]";
aiNode *boneNode = scene->mRootNode->FindNode(bone->mName);
if (boneNode != NULL)
{
aiNode *parent = boneNode->mParent;
if (parent != NULL)
parentName = parent->mName;
}
fprintf(g_fp, " [%d]\n", i);
fprintf(g_fp, " Name: %s\n", bone->mName.data);
fprintf(g_fp, " Parent Name: %s\n", parentName.data);
fprintf(g_fp, " mNumWeights: %d\n", bone->mNumWeights);
fprintf(g_fp, " mOffsetMatrix:\n");
fprintf(g_fp, " - Rotation: %f, %f, %f, %f\n", rotation.x, rotation.y, rotation.z, rotation.w);
fprintf(g_fp, " - Scaling: %f, %f, %f\n", scaling.x, scaling.y, scaling.z);
fprintf(g_fp, " - Position: %f, %f, %f\n", position.x, position.y, position.z);
}
}
void ShowMaterialInfo(const aiMaterial *material)
{
aiString name;
aiString textureFile;
aiColor3D ambient;
aiColor3D diffuse;
aiColor3D specular;
aiColor3D emissive;
float shininess;
float opacity;
material->Get(AI_MATKEY_NAME, name);
material->Get(AI_MATKEY_COLOR_AMBIENT, ambient);
material->Get(AI_MATKEY_COLOR_DIFFUSE, diffuse);
material->Get(AI_MATKEY_COLOR_SPECULAR, specular);
material->Get(AI_MATKEY_COLOR_EMISSIVE, emissive);
material->Get(AI_MATKEY_SHININESS, shininess);
material->Get(AI_MATKEY_OPACITY, opacity);
fprintf(g_fp, " Name: %s\n", name.data);
fprintf(g_fp, " Ambient: %f, %f, %f\n", ambient.r, ambient.g, ambient.b);
fprintf(g_fp, " Diffuse: %f, %f, %f\n", diffuse.r, diffuse.g, diffuse.b);
fprintf(g_fp, " Specular: %f, %f, %f\n", specular.r, specular.g, specular.b);
fprintf(g_fp, " Emissive: %f, %f, %f\n", emissive.r, emissive.g, emissive.b);
fprintf(g_fp, " Shininess: %f\n", shininess);
fprintf(g_fp, " Opacity: %f\n", opacity);
ShowMaterialTextureInfo(material, aiTextureType_NONE, "aiTextureType_NONE");
ShowMaterialTextureInfo(material, aiTextureType_DIFFUSE, "aiTextureType_DIFFUSE");
ShowMaterialTextureInfo(material, aiTextureType_SPECULAR, "aiTextureType_SPECULAR");
ShowMaterialTextureInfo(material, aiTextureType_AMBIENT, "aiTextureType_AMBIENT");
ShowMaterialTextureInfo(material, aiTextureType_EMISSIVE, "aiTextureType_EMISSIVE");
ShowMaterialTextureInfo(material, aiTextureType_HEIGHT, "aiTextureType_HEIGHT");
ShowMaterialTextureInfo(material, aiTextureType_NORMALS, "aiTextureType_NORMALS");
ShowMaterialTextureInfo(material, aiTextureType_SHININESS, "aiTextureType_SHININESS");
ShowMaterialTextureInfo(material, aiTextureType_OPACITY, "aiTextureType_OPACITY");
ShowMaterialTextureInfo(material, aiTextureType_DISPLACEMENT, "aiTextureType_DISPLACEMENT");
ShowMaterialTextureInfo(material, aiTextureType_LIGHTMAP, "aiTextureType_LIGHTMAP");
ShowMaterialTextureInfo(material, aiTextureType_REFLECTION, "aiTextureType_REFLECTION");
ShowMaterialTextureInfo(material, aiTextureType_UNKNOWN, "aiTextureType_UNKNOWN");
}
void ShowMaterialTextureInfo(const aiMaterial *material, aiTextureType type, const std::string &typeText)
{
aiString textureFile;
unsigned int count = material->GetTextureCount(type);
if (count > 0)
{
fprintf(g_fp, " %s: %d\n", typeText.c_str(), count);
for (unsigned int i = 0; i < count; ++i)
{
material->Get(AI_MATKEY_TEXTURE(type, i), textureFile);
fprintf(g_fp, " %s\n", textureFile.data);
}
}
}
void ShowAnimationInfo(const aiAnimation *animation)
{
fprintf(g_fp, " Name: %s\n", animation->mName.data);
fprintf(g_fp, " mDuration: %f\n", animation->mDuration);
fprintf(g_fp, " mTicksPerSecond: %f\n", animation->mTicksPerSecond);
fprintf(g_fp, " mNumChannels: %d\n", animation->mNumChannels);
fprintf(g_fp, " mChannels:\n");
for (unsigned int i = 0; i < animation->mNumChannels; ++i)
{
aiNodeAnim *channel = animation->mChannels[i];
fprintf(g_fp, " [%d]:\n", i);
fprintf(g_fp, " Name: %s\n", channel->mNodeName.data);
fprintf(g_fp, " mNumPositionKeys: %d\n", channel->mNumPositionKeys);
fprintf(g_fp, " mNumRotationKeys: %d\n", channel->mNumRotationKeys);
fprintf(g_fp, " mNumScalingKeys: %d\n", channel->mNumScalingKeys);
fprintf(g_fp, " mPositionKeys:\n");
for (unsigned int i = 0; i < channel->mNumPositionKeys; ++i)
fprintf(g_fp, " [%d] %f, %f, %f\n", i, channel->mPositionKeys[i].mValue.x, channel->mPositionKeys[i].mValue.y, channel->mPositionKeys[i].mValue.z);
fprintf(g_fp, " mRotationKeys:\n");
for (unsigned int i = 0; i < channel->mNumPositionKeys; ++i)
fprintf(g_fp, " [%d] %f, %f, %f\n", i, channel->mRotationKeys[i].mValue.x, channel->mRotationKeys[i].mValue.y, channel->mRotationKeys[i].mValue.z, channel->mRotationKeys[i].mValue.w);
fprintf(g_fp, " mScalingKeys:\n");
for (unsigned int i = 0; i < channel->mNumScalingKeys; ++i)
fprintf(g_fp, " [%d] %f, %f, %f\n", i, channel->mScalingKeys[i].mValue.x, channel->mScalingKeys[i].mValue.y, channel->mScalingKeys[i].mValue.z);
}
fprintf(g_fp, " mNumMeshChannels: %d\n", animation->mNumMeshChannels);
fprintf(g_fp, " mMeshChannels:\n");
for (unsigned int i = 0; i < animation->mNumMeshChannels; ++i)
{
aiMeshAnim *channel = animation->mMeshChannels[i];
fprintf(g_fp, " [%d]:\n", i);
fprintf(g_fp, " Name: %s\n", channel->mName.data);
fprintf(g_fp, " mNumKeys: %d\n", channel->mNumKeys);
}
}
#include "nodetree.h"
#include <stdio.h>
#include <string>
void WalkNode(const aiNode *node);
void ShowMeshInfo(const aiMesh *mesh, const aiScene *scene);
void ShowMaterialInfo(const aiMaterial *material);
void ShowMaterialTextureInfo(const aiMaterial *material, aiTextureType type, const std::string &typeText);
void ShowAnimationInfo(const aiAnimation *animation);
unsigned int g_level;
FILE *g_fp = NULL;
std::string GetIndentString()
{
std::string indent;
for (unsigned int i = 0; i < g_level; ++i)
indent += " ";
return indent;
}
void Walk(const aiScene *scene, const std::string &filename)
{
g_level = 0;
g_fp = fopen(filename.c_str(), "w");
if (g_fp == NULL)
throw std::exception("Error creating description output file.");
fprintf(g_fp, "\n*** GENERAL SCENE INFO ***\n\n");
fprintf(g_fp, "HasAnimations: %s\n", scene->HasAnimations() ? "yes" : "no");
fprintf(g_fp, "HasMaterials: %s\n", scene->HasMaterials() ? "yes" : "no");
fprintf(g_fp, "HasMeshes: %s\n", scene->HasMeshes() ? "yes" : "no");
fprintf(g_fp, "mNumAnimations: %d\n", scene->mNumAnimations);
fprintf(g_fp, "mNumMaterials: %d\n", scene->mNumMaterials);
fprintf(g_fp, "mNumMeshes: %d\n", scene->mNumMeshes);
fprintf(g_fp, "\n");
if (scene->mNumMaterials > 0)
{
fprintf(g_fp, "\n*** MATERIALS ***\n\n");
for (unsigned int i = 0; i < scene->mNumMaterials; ++i)
{
fprintf(g_fp, "[%d]:\n", i);
ShowMaterialInfo(scene->mMaterials[i]);
}
}
fprintf(g_fp, "\n*** MESHES ***\n\n");
for (unsigned int i = 0; i < scene->mNumMeshes; ++i)
{
fprintf(g_fp, "[%d]\n", i);
ShowMeshInfo(scene->mMeshes[i], scene);
}
fprintf(g_fp, "\n*** NODES ***\n");
WalkNode(scene->mRootNode);
if (scene->mNumAnimations > 0)
{
fprintf(g_fp, "\n*** ANIMATIONS ***\n\n");
for (unsigned int i = 0; i < scene->mNumAnimations; ++i)
{
fprintf(g_fp, "[%d]:\n", i);
ShowAnimationInfo(scene->mAnimations[i]);
}
}
fclose(g_fp);
g_fp = NULL;
}
void WalkNode(const aiNode *node)
{
++g_level;
fprintf(g_fp, "\n");
std::string indent = GetIndentString();
aiQuaternion rotation;
aiVector3D scaling;
aiVector3D position;
node->mTransformation.Decompose(scaling, rotation, position);
fprintf(g_fp, "%sName: %s\n", indent.c_str(), node->mName.data);
fprintf(g_fp, "%smNumChildren: %d\n", indent.c_str(), node->mNumChildren);
fprintf(g_fp, "%smNumMeshes: %d", indent.c_str(), node->mNumMeshes);
if (node->mNumMeshes > 0)
{
fprintf(g_fp, " [");
for (unsigned int i = 0; i < node->mNumMeshes; ++i)
{
if (i > 0)
fprintf(g_fp, ", ");
fprintf(g_fp, "%d", node->mMeshes[i]);
}
fprintf(g_fp, "]");
}
fprintf(g_fp, "\n");
fprintf(g_fp, "%smTransformation:\n", indent.c_str());
fprintf(g_fp, "%s - Rotation: %f, %f, %f, %f\n", indent.c_str(), rotation.x, rotation.y, rotation.z, rotation.w);
fprintf(g_fp, "%s - Scaling: %f, %f, %f\n", indent.c_str(), scaling.x, scaling.y, scaling.z);
fprintf(g_fp, "%s - Position: %f, %f, %f\n", indent.c_str(), position.x, position.y, position.z);
for (unsigned int i = 0; i < node->mNumChildren; ++i)
WalkNode(node->mChildren[i]);
--g_level;
}
void ShowMeshInfo(const aiMesh *mesh, const aiScene *scene)
{
fprintf(g_fp, " Name: %s\n", mesh->mName.data);
fprintf(g_fp, " HasBones: %s\n", mesh->HasBones() ? "yes" : "no");
fprintf(g_fp, " HasFaces: %s\n", mesh->HasFaces() ? "yes" : "no");
fprintf(g_fp, " HasNormals: %s\n", mesh->HasNormals() ? "yes" : "no");
fprintf(g_fp, " HasPositions: %s\n", mesh->HasPositions() ? "yes" : "no");
fprintf(g_fp, " HasTangentsAndBitangents: %s\n", mesh->HasTangentsAndBitangents() ? "yes" : "no");
fprintf(g_fp, " HasTextureCoords: %s, %s, %s, %s\n",
(mesh->HasTextureCoords(0) ? "yes" : "no"),
(mesh->HasTextureCoords(1) ? "yes" : "no"),
(mesh->HasTextureCoords(2) ? "yes" : "no"),
(mesh->HasTextureCoords(3) ? "yes" : "no")
);
fprintf(g_fp, " HasVertexColors: %s, %s, %s, %s\n",
(mesh->HasVertexColors(0) ? "yes" : "no"),
(mesh->HasVertexColors(1) ? "yes" : "no"),
(mesh->HasVertexColors(2) ? "yes" : "no"),
(mesh->HasVertexColors(3) ? "yes" : "no")
);
fprintf(g_fp, " mMaterialIndex: %d\n", mesh->mMaterialIndex);
fprintf(g_fp, " mNumFaces: %d\n", mesh->mNumFaces);
fprintf(g_fp, " mPrimitiveTypes: %d - (All Triangles? %s)\n", mesh->mPrimitiveTypes, mesh->mPrimitiveTypes == aiPrimitiveType_TRIANGLE ? "yes" : "no");
fprintf(g_fp, " mNumVertices: %d\n", mesh->mNumVertices);
fprintf(g_fp, " mNumUVComponents: %d, %d, %d, %d\n", mesh->mNumUVComponents[0], mesh->mNumUVComponents[1], mesh->mNumUVComponents[2], mesh->mNumUVComponents[3]);
fprintf(g_fp, " mNumBones: %d\n", mesh->mNumBones);
fprintf(g_fp, " mNumAnimMeshes: %d\n", mesh->mNumAnimMeshes);
fprintf(g_fp, " mBones:\n");
for (unsigned int i = 0; i < mesh->mNumBones; ++i)
{
aiBone *bone = mesh->mBones[i];
aiQuaternion rotation;
aiVector3D scaling;
aiVector3D position;
bone->mOffsetMatrix.Decompose(scaling, rotation, position);
aiString parentName = "[null]";
aiNode *boneNode = scene->mRootNode->FindNode(bone->mName);
if (boneNode != NULL)
{
aiNode *parent = boneNode->mParent;
if (parent != NULL)
parentName = parent->mName;
}
fprintf(g_fp, " [%d]\n", i);
fprintf(g_fp, " Name: %s\n", bone->mName.data);
fprintf(g_fp, " Parent Name: %s\n", parentName.data);
fprintf(g_fp, " mNumWeights: %d\n", bone->mNumWeights);
fprintf(g_fp, " mOffsetMatrix:\n");
fprintf(g_fp, " - Rotation: %f, %f, %f, %f\n", rotation.x, rotation.y, rotation.z, rotation.w);
fprintf(g_fp, " - Scaling: %f, %f, %f\n", scaling.x, scaling.y, scaling.z);
fprintf(g_fp, " - Position: %f, %f, %f\n", position.x, position.y, position.z);
}
}
void ShowMaterialInfo(const aiMaterial *material)
{
aiString name;
aiString textureFile;
aiColor3D ambient;
aiColor3D diffuse;
aiColor3D specular;
aiColor3D emissive;
float shininess;
float opacity;
material->Get(AI_MATKEY_NAME, name);
material->Get(AI_MATKEY_COLOR_AMBIENT, ambient);
material->Get(AI_MATKEY_COLOR_DIFFUSE, diffuse);
material->Get(AI_MATKEY_COLOR_SPECULAR, specular);
material->Get(AI_MATKEY_COLOR_EMISSIVE, emissive);
material->Get(AI_MATKEY_SHININESS, shininess);
material->Get(AI_MATKEY_OPACITY, opacity);
fprintf(g_fp, " Name: %s\n", name.data);
fprintf(g_fp, " Ambient: %f, %f, %f\n", ambient.r, ambient.g, ambient.b);
fprintf(g_fp, " Diffuse: %f, %f, %f\n", diffuse.r, diffuse.g, diffuse.b);
fprintf(g_fp, " Specular: %f, %f, %f\n", specular.r, specular.g, specular.b);
fprintf(g_fp, " Emissive: %f, %f, %f\n", emissive.r, emissive.g, emissive.b);
fprintf(g_fp, " Shininess: %f\n", shininess);
fprintf(g_fp, " Opacity: %f\n", opacity);
ShowMaterialTextureInfo(material, aiTextureType_NONE, "aiTextureType_NONE");
ShowMaterialTextureInfo(material, aiTextureType_DIFFUSE, "aiTextureType_DIFFUSE");
ShowMaterialTextureInfo(material, aiTextureType_SPECULAR, "aiTextureType_SPECULAR");
ShowMaterialTextureInfo(material, aiTextureType_AMBIENT, "aiTextureType_AMBIENT");
ShowMaterialTextureInfo(material, aiTextureType_EMISSIVE, "aiTextureType_EMISSIVE");
ShowMaterialTextureInfo(material, aiTextureType_HEIGHT, "aiTextureType_HEIGHT");
ShowMaterialTextureInfo(material, aiTextureType_NORMALS, "aiTextureType_NORMALS");
ShowMaterialTextureInfo(material, aiTextureType_SHININESS, "aiTextureType_SHININESS");
ShowMaterialTextureInfo(material, aiTextureType_OPACITY, "aiTextureType_OPACITY");
ShowMaterialTextureInfo(material, aiTextureType_DISPLACEMENT, "aiTextureType_DISPLACEMENT");
ShowMaterialTextureInfo(material, aiTextureType_LIGHTMAP, "aiTextureType_LIGHTMAP");
ShowMaterialTextureInfo(material, aiTextureType_REFLECTION, "aiTextureType_REFLECTION");
ShowMaterialTextureInfo(material, aiTextureType_UNKNOWN, "aiTextureType_UNKNOWN");
}
void ShowMaterialTextureInfo(const aiMaterial *material, aiTextureType type, const std::string &typeText)
{
aiString textureFile;
unsigned int count = material->GetTextureCount(type);
if (count > 0)
{
fprintf(g_fp, " %s: %d\n", typeText.c_str(), count);
for (unsigned int i = 0; i < count; ++i)
{
material->Get(AI_MATKEY_TEXTURE(type, i), textureFile);
fprintf(g_fp, " %s\n", textureFile.data);
}
}
}
void ShowAnimationInfo(const aiAnimation *animation)
{
fprintf(g_fp, " Name: %s\n", animation->mName.data);
fprintf(g_fp, " mDuration: %f\n", animation->mDuration);
fprintf(g_fp, " mTicksPerSecond: %f\n", animation->mTicksPerSecond);
fprintf(g_fp, " mNumChannels: %d\n", animation->mNumChannels);
fprintf(g_fp, " mChannels:\n");
for (unsigned int i = 0; i < animation->mNumChannels; ++i)
{
aiNodeAnim *channel = animation->mChannels[i];
fprintf(g_fp, " [%d]:\n", i);
fprintf(g_fp, " Name: %s\n", channel->mNodeName.data);
fprintf(g_fp, " mNumPositionKeys: %d\n", channel->mNumPositionKeys);
fprintf(g_fp, " mNumRotationKeys: %d\n", channel->mNumRotationKeys);
fprintf(g_fp, " mNumScalingKeys: %d\n", channel->mNumScalingKeys);
fprintf(g_fp, " mPositionKeys:\n");
for (unsigned int i = 0; i < channel->mNumPositionKeys; ++i)
fprintf(g_fp, " [%d] %f, %f, %f\n", i, channel->mPositionKeys[i].mValue.x, channel->mPositionKeys[i].mValue.y, channel->mPositionKeys[i].mValue.z);
fprintf(g_fp, " mRotationKeys:\n");
for (unsigned int i = 0; i < channel->mNumPositionKeys; ++i)
fprintf(g_fp, " [%d] %f, %f, %f\n", i, channel->mRotationKeys[i].mValue.x, channel->mRotationKeys[i].mValue.y, channel->mRotationKeys[i].mValue.z, channel->mRotationKeys[i].mValue.w);
fprintf(g_fp, " mScalingKeys:\n");
for (unsigned int i = 0; i < channel->mNumScalingKeys; ++i)
fprintf(g_fp, " [%d] %f, %f, %f\n", i, channel->mScalingKeys[i].mValue.x, channel->mScalingKeys[i].mValue.y, channel->mScalingKeys[i].mValue.z);
}
fprintf(g_fp, " mNumMeshChannels: %d\n", animation->mNumMeshChannels);
fprintf(g_fp, " mMeshChannels:\n");
for (unsigned int i = 0; i < animation->mNumMeshChannels; ++i)
{
aiMeshAnim *channel = animation->mMeshChannels[i];
fprintf(g_fp, " [%d]:\n", i);
fprintf(g_fp, " Name: %s\n", channel->mName.data);
fprintf(g_fp, " mNumKeys: %d\n", channel->mNumKeys);
}
}

View file

@ -1,9 +1,9 @@
#ifndef __NODETREE_NODETREE_H_INCLUDED__
#define __NODETREE_NODETREE_H_INCLUDED__
#include <aiScene.h>
#include <string>
void Walk(const aiScene *scene, const std::string &filename);
#endif
#ifndef __NODETREE_NODETREE_H_INCLUDED__
#define __NODETREE_NODETREE_H_INCLUDED__
#include <aiScene.h>
#include <string>
void Walk(const aiScene *scene, const std::string &filename);
#endif

View file

@ -1,18 +1,18 @@
#include "utils.h"
#include <stdio.h>
std::string GetMeshFilenameFromInput(const std::string &filename)
{
std::string meshFilename = "";
// strip off the existing extension, and replace it with ".mesh"
size_t extStart = filename.find_last_of('.');
if (extStart != std::string::npos)
{
meshFilename = filename.substr(0, extStart);
meshFilename += ".mesh";
}
return meshFilename;
}
#include "utils.h"
#include <stdio.h>
std::string GetMeshFilenameFromInput(const std::string &filename)
{
std::string meshFilename = "";
// strip off the existing extension, and replace it with ".mesh"
size_t extStart = filename.find_last_of('.');
if (extStart != std::string::npos)
{
meshFilename = filename.substr(0, extStart);
meshFilename += ".mesh";
}
return meshFilename;
}

View file

@ -1,8 +1,8 @@
#ifndef __UTILS_UTILS_H_INCLUDED__
#define __UTILS_UTILS_H_INCLUDED__
#include <string>
std::string GetMeshFilenameFromInput(const std::string &filename);
#endif
#ifndef __UTILS_UTILS_H_INCLUDED__
#define __UTILS_UTILS_H_INCLUDED__
#include <string>
std::string GetMeshFilenameFromInput(const std::string &filename);
#endif