implemented converting static meshes

This commit is contained in:
gered 2011-04-27 16:01:43 -04:00
parent 32d207184a
commit fb15ed80cb
11 changed files with 508 additions and 0 deletions

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@ -80,7 +80,9 @@
</Link>
</ItemDefinitionGroup>
<ItemGroup>
<ClCompile Include="src\assimputils\assimpgeometry.cpp" />
<ClCompile Include="src\assimputils\assimpsceneinfo.cpp" />
<ClCompile Include="src\convert\meshutils.cpp" />
<ClCompile Include="src\convert\skeletalanimated.cpp" />
<ClCompile Include="src\convert\static.cpp" />
<ClCompile Include="src\main.cpp" />
@ -88,8 +90,13 @@
<ClCompile Include="src\utils\fileutils.cpp" />
</ItemGroup>
<ItemGroup>
<ClInclude Include="src\assimputils\types.h" />
<ClInclude Include="src\assimputils\utils.h" />
<ClInclude Include="src\convert\convert.h" />
<ClInclude Include="src\convert\mesh.h" />
<ClInclude Include="src\convert\meshmaterial.h" />
<ClInclude Include="src\convert\meshtriangle.h" />
<ClInclude Include="src\convert\submesh.h" />
<ClInclude Include="src\nodetree\nodetree.h" />
<ClInclude Include="src\utils\utils.h" />
</ItemGroup>

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@ -33,6 +33,12 @@
<ClCompile Include="src\nodetree\nodetree.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="src\convert\meshutils.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="src\assimputils\assimpgeometry.cpp">
<Filter>Source Files</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<ClInclude Include="src\utils\utils.h">
@ -47,5 +53,20 @@
<ClInclude Include="src\nodetree\nodetree.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="src\convert\mesh.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="src\assimputils\types.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="src\convert\meshmaterial.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="src\convert\meshtriangle.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="src\convert\submesh.h">
<Filter>Header Files</Filter>
</ClInclude>
</ItemGroup>
</Project>

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@ -0,0 +1,69 @@
#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)
{
indexMapping.resize(mesh->mNumVertices);
for (unsigned int i = 0; i < mesh->mNumVertices; ++i)
{
unsigned int matchingIndex = 0;
aiVector3D vertex = mesh->mVertices[i];
if (!FindVertex(vertex, verticesBucket, matchingIndex))
{
// 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!
aiVector3D normal = mesh->mNormals[i];
normalsBucket.push_back(normal);
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;
}
}

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@ -0,0 +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

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@ -4,8 +4,35 @@
#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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@ -0,0 +1,20 @@
#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"
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);
#endif

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@ -0,0 +1,63 @@
#ifndef __CONVERT_MESHMATERIAL_H_INCLUDED__
#define __CONVERT_MESHMATERIAL_H_INCLUDED__
#include <string>
#include <aiMaterial.h>
struct MeshMaterial
{
MeshMaterial()
{
}
MeshMaterial(const aiMaterial *source)
{
aiString name;
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);
this->name = std::string(name.data, name.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;
float ambient[3];
float diffuse[3];
float specular[3];
float emissive[3];
float shininess;
float opacity;
};
#endif

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@ -0,0 +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

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@ -0,0 +1,194 @@
#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
for (uint32_t i = 0; i < count; ++i)
size += materials[i].name.length() + 1; // include null terminator
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->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);
}
}

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@ -1,5 +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);
}

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@ -0,0 +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