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/* Copyright (C) 2009 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 "GeomReindex.h"
#include "FCollada.h"
#include "FCDocument/FCDEntity.h"
#include "FCDocument/FCDGeometryMesh.h"
#include "FCDocument/FCDGeometryPolygons.h"
#include "FCDocument/FCDGeometryPolygonsInput.h"
#include "FCDocument/FCDGeometrySource.h"
#include "FCDocument/FCDSkinController.h"
#include <cassert>
#include <vector>
#include <map>
#include <algorithm>
typedef std::pair<float, float> uv_pair_type;
struct VertexData
{
VertexData(const float* pos, const float* norm, const std::vector<uv_pair_type> &uvs,
const std::vector<FCDJointWeightPair>& weights)
: x(pos[0]), y(pos[1]), z(pos[2]),
nx(norm[0]), ny(norm[1]), nz(norm[2]),
uvs(uvs),
weights(weights)
{
}
float x, y, z;
float nx, ny, nz;
std::vector<uv_pair_type> uvs;
std::vector<FCDJointWeightPair> weights;
};
bool similar(float a, float b)
{
return (fabsf(a - b) < 0.000001f);
}
bool operator==(const FCDJointWeightPair& a, const FCDJointWeightPair& b)
{
return (a.jointIndex == b.jointIndex && similar(a.weight, b.weight));
}
bool operator<(const FCDJointWeightPair& a, const FCDJointWeightPair& b)
{
// Sort by decreasing weight, then by increasing joint ID
if (a.weight > b.weight)
return true;
else if (a.weight < b.weight)
return false;
else if (a.jointIndex < b.jointIndex)
return true;
else
return false;
}
bool operator==(const uv_pair_type& a, const uv_pair_type& b)
{
return similar(a.first, b.first) && similar(a.second, b.second);
}
bool operator==(const VertexData& a, const VertexData& b)
{
return (similar(a.x, b.x) && similar(a.y, b.y) && similar(a.z, b.z)
&& similar(a.nx, b.nx) && similar(a.ny, b.ny) && similar(a.nz, b.nz)
&& (a.uvs == b.uvs)
&& (a.weights == b.weights));
}
bool operator<(const VertexData& a, const VertexData& b)
{
#define CMP(f) if (a.f < b.f) return true; if (a.f > b.f) return false
CMP(x); CMP(y); CMP(z);
CMP(nx); CMP(ny); CMP(nz);
CMP(uvs);
CMP(weights);
#undef CMP
return false;
}
template <typename T>
struct InserterWithoutDuplicates
{
InserterWithoutDuplicates(std::vector<T>& vec) : vec(vec)
{
}
size_t add(const T& val)
{
typename std::map<T, size_t>::iterator it = btree.find(val);
if (it != btree.end())
return it->second;
size_t idx = vec.size();
vec.push_back(val);
btree.insert(std::make_pair(val, idx));
return idx;
}
std::vector<T>& vec;
std::map<T, size_t> btree; // for faster lookups (so we can build a duplicate-free list in O(n log n) instead of O(n^2))
private:
InserterWithoutDuplicates& operator=(const InserterWithoutDuplicates&);
};
void CanonicaliseWeights(std::vector<FCDJointWeightPair>& weights)
{
// Convert weight-lists into a standard format, so simple vector equality
// can be used to determine equivalence
std::sort(weights.begin(), weights.end());
}
void ReindexGeometry(FCDGeometryPolygons* polys, FCDSkinController* skin)
{
// Given geometry with:
// positions, normals, texcoords, bone blends
// each with their own data array and index array, change it to
// have a single optimised index array shared by all vertexes.
FCDGeometryPolygonsInput* inputPosition = polys->FindInput(FUDaeGeometryInput::POSITION);
FCDGeometryPolygonsInput* inputNormal = polys->FindInput(FUDaeGeometryInput::NORMAL);
FCDGeometryPolygonsInput* inputTexcoord = polys->FindInput(FUDaeGeometryInput::TEXCOORD);
size_t numVertices = polys->GetFaceVertexCount();
assert(inputPosition->GetIndexCount() == numVertices);
assert(inputNormal ->GetIndexCount() == numVertices);
assert(inputTexcoord->GetIndexCount() == numVertices);
const uint32* indicesPosition = inputPosition->GetIndices();
const uint32* indicesNormal = inputNormal->GetIndices();
const uint32* indicesTexcoord = inputTexcoord->GetIndices();
assert(indicesPosition);
assert(indicesNormal);
assert(indicesTexcoord); // TODO - should be optional, because textureless meshes aren't unreasonable
FCDGeometrySourceList texcoordSources;
polys->GetParent()->FindSourcesByType(FUDaeGeometryInput::TEXCOORD, texcoordSources);
FCDGeometrySource* sourcePosition = inputPosition->GetSource();
FCDGeometrySource* sourceNormal = inputNormal ->GetSource();
const float* dataPosition = sourcePosition->GetData();
const float* dataNormal = sourceNormal ->GetData();
if (skin)
{
#ifndef NDEBUG
size_t numVertexPositions = sourcePosition->GetDataCount() / sourcePosition->GetStride();
assert(skin->GetInfluenceCount() == numVertexPositions);
#endif
}
uint32 stridePosition = sourcePosition->GetStride();
uint32 strideNormal = sourceNormal ->GetStride();
std::vector<uint32> indicesCombined;
std::vector<VertexData> vertexes;
InserterWithoutDuplicates<VertexData> inserter(vertexes);
for (size_t i = 0; i < numVertices; ++i)
{
std::vector<FCDJointWeightPair> weights;
if (skin)
{
FCDSkinControllerVertex* influences = skin->GetVertexInfluence(indicesPosition[i]);
assert(influences != NULL);
for (size_t j = 0; j < influences->GetPairCount(); ++j)
{
FCDJointWeightPair* pair = influences->GetPair(j);
assert(pair != NULL);
weights.push_back(*pair);
}
CanonicaliseWeights(weights);
}
std::vector<uv_pair_type> uvs;
for (size_t set = 0; set < texcoordSources.size(); ++set)
{
const float* dataTexcoord = texcoordSources[set]->GetData();
uint32 strideTexcoord = texcoordSources[set]->GetStride();
uv_pair_type p;
p.first = dataTexcoord[indicesTexcoord[i]*strideTexcoord];
p.second = dataTexcoord[indicesTexcoord[i]*strideTexcoord + 1];
uvs.push_back(p);
}
VertexData vtx (
&dataPosition[indicesPosition[i]*stridePosition],
&dataNormal [indicesNormal [i]*strideNormal],
uvs,
weights
);
size_t idx = inserter.add(vtx);
indicesCombined.push_back((uint32)idx);
}
// TODO: rearrange indicesCombined (and rearrange vertexes to match) to use
// the vertex cache efficiently
// (<http://home.comcast.net/~tom_forsyth/papers/fast_vert_cache_opt.html> etc)
FloatList newDataPosition;
FloatList newDataNormal;
FloatList newDataTexcoord;
std::vector<std::vector<FCDJointWeightPair> > newWeightedMatches;
for (size_t i = 0; i < vertexes.size(); ++i)
{
newDataPosition.push_back(vertexes[i].x);
newDataPosition.push_back(vertexes[i].y);
newDataPosition.push_back(vertexes[i].z);
newDataNormal .push_back(vertexes[i].nx);
newDataNormal .push_back(vertexes[i].ny);
newDataNormal .push_back(vertexes[i].nz);
newWeightedMatches.push_back(vertexes[i].weights);
}
// (Slightly wasteful to duplicate this array so many times, but FCollada
// doesn't seem to support multiple inputs with the same source data)
inputPosition->SetIndices(&indicesCombined.front(), indicesCombined.size());
inputNormal ->SetIndices(&indicesCombined.front(), indicesCombined.size());
inputTexcoord->SetIndices(&indicesCombined.front(), indicesCombined.size());
for (size_t set = 0; set < texcoordSources.size(); ++set)
{
newDataTexcoord.clear();
for (size_t i = 0; i < vertexes.size(); ++i)
{
newDataTexcoord.push_back(vertexes[i].uvs[set].first);
newDataTexcoord.push_back(vertexes[i].uvs[set].second);
}
texcoordSources[set]->SetData(newDataTexcoord, 2);
}
sourcePosition->SetData(newDataPosition, 3);
sourceNormal ->SetData(newDataNormal, 3);
if (skin)
{
skin->SetInfluenceCount(newWeightedMatches.size());
for (size_t i = 0; i < newWeightedMatches.size(); ++i)
{
skin->GetVertexInfluence(i)->SetPairCount(0);
for (size_t j = 0; j < newWeightedMatches[i].size(); ++j)
skin->GetVertexInfluence(i)->AddPair(newWeightedMatches[i][j].jointIndex, newWeightedMatches[i][j].weight);
}
}
}
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