196 lines
5.7 KiB
C++
196 lines
5.7 KiB
C++
#include "meshfile.h"
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#include "assets/animationsequence.h"
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#include "ms3d/ms3d.h"
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#include "chunks/animations.h"
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#include "chunks/chunks.h"
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#include "chunks/groups.h"
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#include "chunks/joints.h"
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#include "chunks/jointtovertices.h"
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#include "chunks/keyframes.h"
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#include "chunks/normals.h"
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#include "chunks/texcoords.h"
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#include "chunks/triangles.h"
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#include "chunks/vertices.h"
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#include "geometry/group.h"
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#include "geometry/joint.h"
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#include "geometry/jointvertexinfo.h"
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#include "geometry/keyframe.h"
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#include "geometry/triangle.h"
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#include "geometry/vector2.h"
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#include "geometry/vector3.h"
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#include <string>
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#include <vector>
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BOOL ConvertToMeshFile(const std::string &meshFilename, const Ms3d *source, float scaleFactor)
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{
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FILE *fp = fopen(meshFilename.c_str(), "wb");
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if (fp == NULL)
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return FALSE;
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WriteFileHeader(fp);
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VerticesChunk *vertices = new VerticesChunk();
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for (uint32_t i = 0; i < source->GetNumVertices(); ++i)
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{
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const Ms3dVertex *vertex = &source->GetVertices()[i];
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Vector3 v = vertex->vertex;
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v *= scaleFactor;
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vertices->vertices.push_back(v);
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}
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WriteChunk(vertices, fp);
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NormalsChunk *normals = new NormalsChunk();
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normals->normals.resize(source->GetNumVertices());
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// MS3D normals are stored per-triangle, but we want them to be stored
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// per vertex instead (so if there are 'n' unique vertices in this model
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// then we also want 'n' unique normals).
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// This takes the normals from the MS3D triangles, gets the corresponding
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// vertex index, and then stores the normal in our normals array at the
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// same index location (thereby mapping normals to vertices).
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for (uint32_t i = 0; i < source->GetNumTriangles(); ++i)
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{
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const Ms3dTriangle *triangle = &source->GetTriangles()[i];
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for (int j = 0; j < 3; ++j)
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{
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uint16_t index = triangle->vertices[j];
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Vector3 n = triangle->normals[j];
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normals->normals[index] = n;
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}
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}
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WriteChunk(normals, fp);
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TexCoordsChunk *texCoords = new TexCoordsChunk();
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texCoords->texCoords.resize(source->GetNumVertices());
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// this works the same as the normals above
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for (uint32_t i = 0; i < source->GetNumTriangles(); ++i)
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{
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const Ms3dTriangle *triangle = &source->GetTriangles()[i];
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for (int j = 0; j < 3; ++j)
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{
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uint16_t index = triangle->vertices[j];
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Vector2 t = triangle->texCoords[j];
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texCoords->texCoords[index] = t;
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}
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}
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TrianglesChunk *triangles = new TrianglesChunk();
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for (uint32_t i = 0; i < source->GetNumTriangles(); ++i)
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{
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const Ms3dTriangle *triangle = &source->GetTriangles()[i];
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Triangle t;
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t.vertices[0] = triangle->vertices[0];
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t.vertices[1] = triangle->vertices[1];
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t.vertices[2] = triangle->vertices[2];
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t.groupIndex = triangle->meshIndex;
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t.normals[0] = triangle->normals[0];
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t.normals[1] = triangle->normals[1];
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t.normals[2] = triangle->normals[2];
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t.texCoords[0] = triangle->texCoords[0];
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t.texCoords[1] = triangle->texCoords[1];
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t.texCoords[2] = triangle->texCoords[2];
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triangles->triangles.push_back(t);
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}
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WriteChunk(triangles, fp);
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GroupsChunk *groups = new GroupsChunk();
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for (uint32_t i = 0; i < source->GetNumMeshes(); ++i)
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{
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const Ms3dMesh *mesh = &source->GetMeshes()[i];
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Group g;
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g.name = mesh->name;
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g.numTriangles = mesh->numTriangles;
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groups->groups.push_back(g);
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}
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WriteChunk(groups, fp);
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JointsChunk *joints = new JointsChunk();
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for (uint32_t i = 0; i < source->GetNumJoints(); ++i)
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{
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const Ms3dJoint *joint = &source->GetJoints()[i];
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Joint j;
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j.name = joint->name;
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j.parentJointIndex = source->FindIndexOfJoint(joint->parentName);
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j.position = joint->position * scaleFactor;
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j.rotation = joint->rotation;
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joints->joints.push_back(j);
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}
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WriteChunk(joints, fp);
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JointToVerticesChunk *jointToVertices = new JointToVerticesChunk();
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for (uint32_t i = 0; i < source->GetNumVertices(); ++i)
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{
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const Ms3dVertex *vertex = &source->GetVertices()[i];
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JointVertexInfo jvi;
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jvi.jointIndex = vertex->jointIndex;
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jvi.weight = 1.0f;
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jointToVertices->jointVertexInfo.push_back(jvi);
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}
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WriteChunk(jointToVertices, fp);
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KeyframesChunk *keyframes = new KeyframesChunk(source->GetNumJoints());
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for (int32_t i = 0; i < source->GetNumFrames(); ++i)
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{
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Keyframe *f = keyframes->AddFrame();
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for (uint32_t j = 0; j < source->GetNumJoints(); ++j)
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{
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const Ms3dJoint *joint = &source->GetJoints()[j];
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const Ms3dKeyFrame *position;
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const Ms3dKeyFrame *rotation;
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// In MS3D joint keyframes, some joints could have less frames then
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// others (e.g. if for some animations, some joints don't animate).
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// We would prefer it (to make animation/rendering simpler) to have
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// all joints have the same number of frames. In the event that a
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// joint has less frames then the frame we're at now, we just copy
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// the first frame in this spot. This repeats data unnecessarily,
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// but makes animation/rendering code simpler (no need to check for
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// frame counts on each joint, etc).
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// TODO: is copying frame 0 the best idea here? maybe we should copy
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// the last frame instead (i.e. joint->numXxxFrames - 1)?
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if (i >= joint->numTranslationFrames)
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position = &joint->translationFrames[0];
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else
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position = &joint->translationFrames[i];
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if (i >= joint->numRotationFrames)
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rotation = &joint->rotationFrames[0];
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else
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rotation = &joint->rotationFrames[i];
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f->position[j] = position->param * scaleFactor;
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f->rotation[j] = rotation->param;
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}
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}
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WriteChunk(keyframes, fp);
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AnimationsChunk *animations = new AnimationsChunk();
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for (int i = 0; i < source->GetNumAnimations(); ++i)
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{
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const Ms3dAnimation *animation = source->GetAnimation(i);
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AnimationSequence a;
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a.name = animation->name;
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a.start = animation->startFrame;
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a.end = animation->endFrame;
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animations->animations.push_back(a);
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}
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WriteChunk(animations, fp);
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return TRUE;
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}
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