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/* Copyright (C) 2018 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#include "precompiled.h"
#include "CommonConvert.h"
#include "StdSkeletons.h"
#include "XMLFix.h"
#include "FCollada.h"
#include "FCDocument/FCDSceneNode.h"
#include "FCDocument/FCDSkinController.h"
#include "FUtils/FUDaeSyntax.h"
#include "FUtils/FUFileManager.h"
#include <cassert>
#include <algorithm>
void require_(int line, bool value, const char* type, const char* message)
{
if (value) return;
char linestr[16];
sprintf(linestr, "%d", line);
throw ColladaException(std::string(type) + " (line " + linestr + "): " + message);
}
/** Error handler for libxml2 */
void errorHandler(void* ctx, const char* msg, ...)
{
char buffer[1024];
va_list ap;
va_start(ap, msg);
vsnprintf(buffer, sizeof(buffer), msg, ap);
buffer[sizeof(buffer)-1] = '\0';
va_end(ap);
*((std::string*)ctx) += buffer;
}
FColladaErrorHandler::FColladaErrorHandler(std::string& xmlErrors_)
: xmlErrors(xmlErrors_)
{
// Grab all the error output from libxml2, for useful error reporting
xmlSetGenericErrorFunc(&xmlErrors, &errorHandler);
FUError::AddErrorCallback(FUError::DEBUG_LEVEL, this, &FColladaErrorHandler::OnError);
FUError::AddErrorCallback(FUError::WARNING_LEVEL, this, &FColladaErrorHandler::OnError);
FUError::AddErrorCallback(FUError::ERROR_LEVEL, this, &FColladaErrorHandler::OnError);
}
FColladaErrorHandler::~FColladaErrorHandler()
{
xmlSetGenericErrorFunc(NULL, NULL);
FUError::RemoveErrorCallback(FUError::DEBUG_LEVEL, this, &FColladaErrorHandler::OnError);
FUError::RemoveErrorCallback(FUError::WARNING_LEVEL, this, &FColladaErrorHandler::OnError);
FUError::RemoveErrorCallback(FUError::ERROR_LEVEL, this, &FColladaErrorHandler::OnError);
}
void FColladaErrorHandler::OnError(FUError::Level errorLevel, uint32 errorCode, uint32 UNUSED(lineNumber))
{
// Ignore warnings about missing materials, since we ignore materials entirely anyway
if (errorCode == FUError::WARNING_INVALID_POLYGON_MAT_SYMBOL)
return;
const char* errorString = FUError::GetErrorString((FUError::Code) errorCode);
if (! errorString)
errorString = "Unknown error code";
if (errorLevel == FUError::DEBUG_LEVEL)
Log(LOG_INFO, "FCollada %d: %s", errorCode, errorString);
else if (errorLevel == FUError::WARNING_LEVEL)
Log(LOG_WARNING, "FCollada %d: %s", errorCode, errorString);
else
throw ColladaException(errorString);
}
//////////////////////////////////////////////////////////////////////////
void FColladaDocument::LoadFromText(const char *text)
{
document.reset(FCollada::NewTopDocument());
const char* newText = NULL;
size_t newTextSize = 0;
FixBrokenXML(text, &newText, &newTextSize);
// Log(LOG_INFO, "%s", newText);
bool status = FCollada::LoadDocumentFromMemory("unknown.dae", document.get(), (void*)newText, newTextSize);
if (newText != text)
xmlFree((void*)newText);
REQUIRE_SUCCESS(status);
}
void FColladaDocument::ReadExtras(xmlNode* UNUSED(colladaNode))
{
// TODO: This was needed to recognise and load XSI models.
// XSI support should be reintroduced some time, but this function
// may not be necessary since FCollada might now provide access to the
// 'extra' data via a proper API.
/*
if (! IsEquivalent(colladaNode->name, DAE_COLLADA_ELEMENT))
return;
extra.reset(new FCDExtra(document.get()));
xmlNodeList extraNodes;
FUXmlParser::FindChildrenByType(colladaNode, DAE_EXTRA_ELEMENT, extraNodes);
for (xmlNodeList::iterator it = extraNodes.begin(); it != extraNodes.end(); ++it)
{
xmlNode* extraNode = (*it);
extra->LoadFromXML(extraNode);
}
*/
}
//////////////////////////////////////////////////////////////////////////
CommonConvert::CommonConvert(const char* text, std::string& xmlErrors)
: m_Err(xmlErrors)
{
m_Doc.LoadFromText(text);
FCDSceneNode* root = m_Doc.GetDocument()->GetVisualSceneRoot();
REQUIRE(root != NULL, "has root object");
// Find the instance to convert
if (! FindSingleInstance(root, m_Instance, m_EntityTransform))
throw ColladaException("Couldn't find object to convert");
assert(m_Instance);
Log(LOG_INFO, "Converting '%s'", m_Instance->GetEntity()->GetName().c_str());
m_IsXSI = false;
FCDAsset* asset = m_Doc.GetDocument()->GetAsset();
if (asset && asset->GetContributorCount() >= 1)
{
std::string tool (asset->GetContributor(0)->GetAuthoringTool());
if (tool.find("XSI") != tool.npos)
m_IsXSI = true;
}
FMVector3 upAxis = m_Doc.GetDocument()->GetAsset()->GetUpAxis();
m_YUp = (upAxis.y != 0); // assume either Y_UP or Z_UP (TODO: does anyone ever do X_UP?)
}
CommonConvert::~CommonConvert()
{
}
//////////////////////////////////////////////////////////////////////////
// HACK: The originals don't get exported properly from FCollada (3.02, DLL), so define
// them here instead of fixing it correctly.
const FMVector3 FMVector3_XAxis(1.0f, 0.0f, 0.0f);
static float identity[] = { 1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,1 };
FMMatrix44 FMMatrix44_Identity(identity);
struct FoundInstance
{
FCDEntityInstance* instance;
FMMatrix44 transform;
};
static bool IsVisible_XSI(FCDSceneNode* node, bool& visible)
{
// Look for <extra><technique profile="XSI"><SI_Visibility><xsi_param sid="visibility">
FCDExtra* extra = node->GetExtra();
if (! extra) return false;
FCDEType* type = extra->GetDefaultType();
if (! type) return false;
FCDETechnique* technique = type->FindTechnique("XSI");
if (! technique) return false;
FCDENode* visibility1 = technique->FindChildNode("SI_Visibility");
if (! visibility1) return false;
FCDENode* visibility2 = visibility1->FindChildNode("xsi_param");
if (! visibility2) return false;
if (IsEquivalent(visibility2->GetContent(), "TRUE"))
visible = true;
else if (IsEquivalent(visibility2->GetContent(), "FALSE"))
visible = false;
return true;
}
static bool IsVisible(FCDSceneNode* node)
{
bool visible = false;
// Try the XSI visibility property
if (IsVisible_XSI(node, visible))
return visible;
// Else fall back to the FCollada-specific setting
visible = (node->GetVisibility() != 0.0);
return visible;
}
/**
* Recursively finds all entities under the current node. If onlyMarked is
* set, only matches entities where the user-defined property was set to
* "export" in the modelling program.
*
* @param node root of subtree to search
* @param instances output - appends matching entities
* @param transform transform matrix of current subtree
* @param onlyMarked only match entities with "export" property
*/
static void FindInstances(FCDSceneNode* node, std::vector<FoundInstance>& instances, const FMMatrix44& transform, bool onlyMarked)
{
for (size_t i = 0; i < node->GetChildrenCount(); ++i)
{
FCDSceneNode* child = node->GetChild(i);
FindInstances(child, instances, transform * node->ToMatrix(), onlyMarked);
}
for (size_t i = 0; i < node->GetInstanceCount(); ++i)
{
if (onlyMarked)
{
if (node->GetNote() != "export")
continue;
}
// Only accept instances of appropriate types, and not e.g. lights
FCDEntity::Type type = node->GetInstance(i)->GetEntityType();
if (! (type == FCDEntity::GEOMETRY || type == FCDEntity::CONTROLLER))
continue;
// Ignore invisible objects, because presumably nobody wanted to export them
if (! IsVisible(node))
continue;
FoundInstance f;
f.transform = transform * node->ToMatrix();
f.instance = node->GetInstance(i);
instances.push_back(f);
Log(LOG_INFO, "Found convertible object '%s'", node->GetName().c_str());
}
}
bool FindSingleInstance(FCDSceneNode* node, FCDEntityInstance*& instance, FMMatrix44& transform)
{
std::vector<FoundInstance> instances;
FindInstances(node, instances, FMMatrix44_Identity, true);
if (instances.size() > 1)
{
Log(LOG_ERROR, "Found too many export-marked objects");
return false;
}
if (instances.empty())
{
FindInstances(node, instances, FMMatrix44_Identity, false);
if (instances.size() > 1)
{
Log(LOG_ERROR, "Found too many possible objects to convert - try adding the 'export' property to disambiguate one");
return false;
}
if (instances.empty())
{
Log(LOG_ERROR, "Didn't find any objects in the scene");
return false;
}
}
assert(instances.size() == 1); // if we got this far
instance = instances[0].instance;
transform = instances[0].transform;
return true;
}
//////////////////////////////////////////////////////////////////////////
static bool ReverseSortWeight(const FCDJointWeightPair& a, const FCDJointWeightPair& b)
{
return (a.weight > b.weight);
}
void SkinReduceInfluences(FCDSkinController* skin, size_t maxInfluenceCount, float minimumWeight)
{
// Approximately equivalent to:
// skin->ReduceInfluences(maxInfluenceCount, minimumWeight);
// except this version merges multiple weights for the same joint
for (size_t i = 0; i < skin->GetInfluenceCount(); ++i)
{
FCDSkinControllerVertex& influence = *skin->GetVertexInfluence(i);
std::vector<FCDJointWeightPair> newWeights;
for (size_t j = 0; j < influence.GetPairCount(); ++j)
{
FCDJointWeightPair* weight = influence.GetPair(j);
for (size_t k = 0; k < newWeights.size(); ++k)
{
FCDJointWeightPair& newWeight = newWeights[k];
if (weight->jointIndex == newWeight.jointIndex)
{
newWeight.weight += weight->weight;
goto MERGED_WEIGHTS;
}
}
newWeights.push_back(*weight);
MERGED_WEIGHTS: ;
}
// Put highest-weighted influences at the front of the list
std::sort(newWeights.begin(), newWeights.end(), ReverseSortWeight);
// Limit the maximum number of influences
if (newWeights.size() > maxInfluenceCount)
newWeights.resize(maxInfluenceCount);
// Enforce the minimum weight per influence
// (This is done here rather than in the earlier loop, because several
// small weights for the same bone might add up to a value above the
// threshold)
while (!newWeights.empty() && newWeights.back().weight < minimumWeight)
newWeights.pop_back();
// Renormalise, so sum(weights)=1
float totalWeight = 0;
for (std::vector<FCDJointWeightPair>::iterator itNW = newWeights.begin(); itNW != newWeights.end(); ++itNW)
totalWeight += itNW->weight;
for (std::vector<FCDJointWeightPair>::iterator itNW = newWeights.begin(); itNW != newWeights.end(); ++itNW)
itNW->weight /= totalWeight;
// Copy new weights into the skin
influence.SetPairCount(0);
for (std::vector<FCDJointWeightPair>::iterator itNW = newWeights.begin(); itNW != newWeights.end(); ++itNW)
influence.AddPair(itNW->jointIndex, itNW->weight);
}
skin->SetDirtyFlag();
}
void FixSkeletonRoots(FCDControllerInstance& UNUSED(controllerInstance))
{
// TODO: Need to reintroduce XSI support at some point
#if 0
// HACK: The XSI exporter doesn't do a <skeleton> and FCollada doesn't
// seem to know where else to look, so just guess that it's somewhere
// under Scene_Root
if (controllerInstance.GetSkeletonRoots().empty())
{
// HACK (evil): SetSkeletonRoot is declared but not defined, and there's
// no other proper way to modify the skeleton-roots list, so cheat horribly
FUUriList& uriList = const_cast<FUUriList&>(controllerInstance.GetSkeletonRoots());
uriList.push_back(FUUri("Scene_Root"));
controllerInstance.LinkImport();
}
#endif
}
const Skeleton& FindSkeleton(const FCDControllerInstance& controllerInstance)
{
// I can't see any proper way to determine the real root of the skeleton,
// so just choose an arbitrary bone and search upwards until we find a
// recognised ancestor (or until we fall off the top of the tree)
const Skeleton* skeleton = NULL;
const FCDSceneNode* joint = controllerInstance.GetJoint(0);
while (joint && (skeleton = Skeleton::FindSkeleton(joint->GetName().c_str())) == NULL)
{
joint = joint->GetParent();
}
REQUIRE(skeleton != NULL, "recognised skeleton structure");
return *skeleton;
}
void TransformBones(std::vector<BoneTransform>& bones, const FMMatrix44& scaleTransform, bool yUp)
{
for (size_t i = 0; i < bones.size(); ++i)
{
// Apply the desired transformation to the bone coordinates
FMVector3 trans(bones[i].translation, 0);
trans = scaleTransform.TransformCoordinate(trans);
bones[i].translation[0] = trans.x;
bones[i].translation[1] = trans.y;
bones[i].translation[2] = trans.z;
// DON'T apply the transformation to orientation, because I can't get
// that kind of thing to work in practice (interacting nicely between
// the models and animations), so this function assumes the transform
// just does scaling, so there's no need to rotate anything. (But I think
// this code would work for rotation, though not very efficiently.)
/*
FMMatrix44 m = FMQuaternion(bones[i].orientation[0], bones[i].orientation[1], bones[i].orientation[2], bones[i].orientation[3]).ToMatrix();
m *= scaleTransform;
HMatrix matrix;
memcpy(matrix, m.Transposed().m, sizeof(matrix));
AffineParts parts;
decomp_affine(matrix, &parts);
bones[i].orientation[0] = parts.q.x;
bones[i].orientation[1] = parts.q.y;
bones[i].orientation[2] = parts.q.z;
bones[i].orientation[3] = parts.q.w;
*/
if (yUp)
{
// TODO: this is all just guesses which seem to work for data
// exported from XSI, rather than having been properly thought
// through
bones[i].translation[2] = -bones[i].translation[2];
bones[i].orientation[2] = -bones[i].orientation[2];
bones[i].orientation[3] = -bones[i].orientation[3];
}
else
{
// Convert bone translations from xyz into xzy axes:
std::swap(bones[i].translation[1], bones[i].translation[2]);
// To convert the quaternions: imagine you're using the axis/angle
// representation, then swap the y,z basis vectors and change the
// direction of rotation by negating the angle ( => negating sin(angle)
// => negating x,y,z => changing (x,y,z,w) to (-x,-z,-y,w)
// but then (-x,-z,-y,w) == (x,z,y,-w) so do that instead)
std::swap(bones[i].orientation[1], bones[i].orientation[2]);
bones[i].orientation[3] = -bones[i].orientation[3];
}
}
}
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