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/* Copyright (C) 2012 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 "PMDConvert.h"
#include "CommonConvert.h"
#include "FCollada.h"
#include "FCDocument/FCDAsset.h"
#include "FCDocument/FCDocument.h"
#include "FCDocument/FCDocumentTools.h"
#include "FCDocument/FCDController.h"
#include "FCDocument/FCDControllerInstance.h"
#include "FCDocument/FCDGeometry.h"
#include "FCDocument/FCDGeometryMesh.h"
#include "FCDocument/FCDGeometryPolygons.h"
#include "FCDocument/FCDGeometryPolygonsInput.h"
#include "FCDocument/FCDGeometryPolygonsTools.h"
#include "FCDocument/FCDGeometrySource.h"
#include "FCDocument/FCDSceneNode.h"
#include "FCDocument/FCDSkinController.h"
#include "StdSkeletons.h"
#include "Decompose.h"
#include "Maths.h"
#include "GeomReindex.h"
#include <cassert>
#include <vector>
#include <algorithm>
const size_t maxInfluences = 4;
struct VertexBlend
{
uint8 bones[maxInfluences];
float weights[maxInfluences];
};
VertexBlend defaultInfluences = { { 0xFF, 0xFF, 0xFF, 0xFF }, { 0, 0, 0, 0 } };
struct PropPoint
{
std::string name;
float translation[3];
float orientation[4];
uint8 bone;
};
// Based on FMVector3::Normalize, but that function uses a static member
// FMVector3::XAxis which causes irritating linker errors. Rather than trying
// to make that XAxis work in a cross-platform way, just reimplement Normalize:
static FMVector3 FMVector3_Normalize(const FMVector3& vec)
{
float l = vec.Length();
if (l > 0.0f)
return FMVector3(vec.x/l, vec.y/l, vec.z/l);
else
return FMVector3(1.0f, 0.0f, 0.0f);
}
static void AddStaticPropPoints(std::vector<PropPoint> &propPoints, const FMMatrix44& upAxisTransform, FCDSceneNode* node)
{
if (node->GetName().find("prop-") == 0 || node->GetName().find("prop_") == 0)
{
// Strip off the "prop-" from the name
std::string propPointName (node->GetName().substr(5));
Log(LOG_INFO, "Adding prop point %s", propPointName.c_str());
// CalculateWorldTransform applies transformations recursively for all parents of this node
// upAxisTransform transforms this node to right-handed Z_UP coordinates
FMMatrix44 transform = upAxisTransform * node->CalculateWorldTransform();
HMatrix matrix;
memcpy(matrix, transform.Transposed().m, sizeof(matrix));
AffineParts parts;
decomp_affine(matrix, &parts);
// Add prop point in game coordinates
PropPoint p = {
propPointName,
// Flip translation across the x-axis by swapping y and z
{ parts.t.x, parts.t.z, parts.t.y },
// 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)
{ parts.q.x, parts.q.z, parts.q.y, -parts.q.w },
0xff
};
propPoints.push_back(p);
}
// Search children for prop points
for (size_t i = 0; i < node->GetChildrenCount(); ++i)
AddStaticPropPoints(propPoints, upAxisTransform, node->GetChild(i));
}
class PMDConvert
{
public:
/**
* Converts a COLLADA XML document into the PMD mesh format.
*
* @param input XML document to parse
* @param output callback for writing the PMD data; called lots of times
* with small strings
* @param xmlErrors output - errors reported by the XML parser
* @throws ColladaException on failure
*/
static void ColladaToPMD(const char* input, OutputCB& output, std::string& xmlErrors)
{
CommonConvert converter(input, xmlErrors);
if (converter.GetInstance().GetEntity()->GetType() == FCDEntity::GEOMETRY)
{
Log(LOG_INFO, "Found static geometry");
FCDGeometryPolygons* polys = GetPolysFromGeometry((FCDGeometry*)converter.GetInstance().GetEntity());
// Convert the geometry into a suitable form for the game
ReindexGeometry(polys);
std::vector<VertexBlend> boneWeights; // unused
std::vector<BoneTransform> boneTransforms; // unused
std::vector<PropPoint> propPoints;
// Get the raw vertex data
FCDGeometryPolygonsInput* inputPosition = polys->FindInput(FUDaeGeometryInput::POSITION);
FCDGeometryPolygonsInput* inputNormal = polys->FindInput(FUDaeGeometryInput::NORMAL);
const uint32* indicesCombined = inputPosition->GetIndices();
size_t indicesCombinedCount = inputPosition->GetIndexCount();
// (ReindexGeometry guarantees position/normal/texcoord have the same indexes)
FCDGeometrySource* sourcePosition = inputPosition->GetSource();
FCDGeometrySource* sourceNormal = inputNormal ->GetSource();
FCDGeometrySourceList texcoordSources;
polys->GetParent()->FindSourcesByType(FUDaeGeometryInput::TEXCOORD, texcoordSources);
float* dataPosition = sourcePosition->GetData();
float* dataNormal = sourceNormal ->GetData();
size_t vertexCount = sourcePosition->GetDataCount() / 3;
assert(sourcePosition->GetDataCount() == vertexCount*3);
assert(sourceNormal ->GetDataCount() == vertexCount*3);
std::vector<float*> dataTexcoords;
for (size_t i = 0; i < texcoordSources.size(); ++i)
{
dataTexcoords.push_back(texcoordSources[i]->GetData());
}
// Transform mesh coordinate system to game coordinates
// (doesn't modify prop points)
TransformStaticModel(dataPosition, dataNormal, vertexCount, converter.GetEntityTransform(), converter.IsYUp());
// Add static prop points
// which are empty child nodes of the main parent
// Default prop points are already given in game coordinates
AddDefaultPropPoints(propPoints);
// Calculate transform to convert from COLLADA-defined up_axis to Z-up because
// it's relatively straightforward to convert that to game coordinates
FMMatrix44 upAxisTransform = FMMatrix44_Identity;
if (converter.IsYUp())
{
// Prop points are rotated -90 degrees about the X-axis, reverse that rotation
// (do this once now because it's easier than messing with quaternions later)
upAxisTransform = FMMatrix44::XAxisRotationMatrix(1.57f);
}
AddStaticPropPoints(propPoints, upAxisTransform, converter.GetInstance().GetParent());
WritePMD(output, indicesCombined, indicesCombinedCount, dataPosition, dataNormal, dataTexcoords, vertexCount, boneWeights, boneTransforms, propPoints);
}
else if (converter.GetInstance().GetType() == FCDEntityInstance::CONTROLLER)
{
Log(LOG_INFO, "Found skinned geometry");
FCDControllerInstance& controllerInstance = static_cast<FCDControllerInstance&>(converter.GetInstance());
// (NB: GetType is deprecated and should be replaced with HasType,
// except that has irritating linker errors when using a DLL, so don't
// bother)
assert(converter.GetInstance().GetEntity()->GetType() == FCDEntity::CONTROLLER); // assume this is always true?
FCDController* controller = static_cast<FCDController*>(converter.GetInstance().GetEntity());
FCDSkinController* skin = controller->GetSkinController();
REQUIRE(skin != NULL, "is skin controller");
FixSkeletonRoots(controllerInstance);
// Data for joints is stored in two places - avoid overflows by limiting
// to the minimum of the two sizes, and warn if they're different (which
// happens in practice for slightly-broken meshes)
size_t jointCount = std::min(skin->GetJointCount(), controllerInstance.GetJointCount());
if (skin->GetJointCount() != controllerInstance.GetJointCount())
{
Log(LOG_WARNING, "Mismatched bone counts (skin has %d, skeleton has %d)",
skin->GetJointCount(), controllerInstance.GetJointCount());
for (size_t i = 0; i < skin->GetJointCount(); ++i)
Log(LOG_INFO, "Skin joint %d: %s", i, skin->GetJoint(i)->GetId().c_str());
for (size_t i = 0; i < controllerInstance.GetJointCount(); ++i)
Log(LOG_INFO, "Skeleton joint %d: %s", i, controllerInstance.GetJoint(i)->GetName().c_str());
}
// Get the skinned mesh for this entity
FCDGeometry* baseGeometry = controller->GetBaseGeometry();
REQUIRE(baseGeometry != NULL, "controller has base geometry");
FCDGeometryPolygons* polys = GetPolysFromGeometry(baseGeometry);
// Make sure it doesn't use more bones per vertex than the game can handle
SkinReduceInfluences(skin, maxInfluences, 0.001f);
// Convert the geometry into a suitable form for the game
ReindexGeometry(polys, skin);
const Skeleton& skeleton = FindSkeleton(controllerInstance);
// Convert the bone influences into VertexBlend structures for the PMD:
bool hasComplainedAboutNonexistentJoints = false; // because we want to emit a warning only once
std::vector<VertexBlend> boneWeights; // one per vertex
const FCDSkinControllerVertex* vertexInfluences = skin->GetVertexInfluences();
for (size_t i = 0; i < skin->GetInfluenceCount(); ++i)
{
VertexBlend influences = defaultInfluences;
assert(vertexInfluences[i].GetPairCount() <= maxInfluences);
// guaranteed by ReduceInfluences; necessary for avoiding
// out-of-bounds writes to the VertexBlend
if (vertexInfluences[i].GetPairCount() == 0)
{
// Blender exports some models with vertices that have no influences,
// which I've not found details about in the COLLADA spec, however,
// it seems to work OK to treat these vertices the same as if they
// were only influenced by the bind-shape matrix (see comment below),
// so we use the same special case here.
influences.bones[0] = (uint8)jointCount;
influences.weights[0] = 1.0f;
}
for (size_t j = 0; j < vertexInfluences[i].GetPairCount(); ++j)
{
if (vertexInfluences[i].GetPair(j)->jointIndex == -1)
{
// This is a special case we must handle, according to the COLLADA spec:
// "An index of -1 into the array of joints refers to the bind shape"
//
// which basically means when skinning the vertex it's relative to the
// bind-shape transform instead of an animated bone. Since our skinning
// is in world space, we will have already applied the bind-shape transform,
// so we don't have to worry about that, though we DO have to apply the
// world space transform of the model for the indicated vertex.
//
// To indicate this special case, we use a bone ID set to the total number
// of bones in the model, which will have a special "bone matrix" reserved
// that contains the world space transform of the model during skinning.
// (see http://trac.wildfiregames.com/ticket/1012)
influences.bones[j] = (uint8)jointCount;
influences.weights[j] = vertexInfluences[i].GetPair(j)->weight;
}
else
{
// Check for less than 254 joints because we store them in a u8,
// 0xFF is a reserved value (no influence), and we reserve one slot
// for the above special case.
uint32 jointIdx = vertexInfluences[i].GetPair(j)->jointIndex;
REQUIRE(jointIdx < 0xFE, "sensible number of joints (<254)");
// Find the joint on the skeleton, after checking it really exists
FCDSceneNode* joint = NULL;
if (jointIdx < controllerInstance.GetJointCount())
joint = controllerInstance.GetJoint(jointIdx);
// Complain on error
if (! joint)
{
if (! hasComplainedAboutNonexistentJoints)
{
Log(LOG_WARNING, "Vertexes influenced by nonexistent joint");
hasComplainedAboutNonexistentJoints = true;
}
continue;
}
// Store into the VertexBlend
int boneId = skeleton.GetBoneID(joint->GetName().c_str());
if (boneId < 0)
{
// The relevant joint does exist, but it's not a recognised
// bone in our chosen skeleton structure
Log(LOG_ERROR, "Vertex influenced by unrecognised bone '%s'", joint->GetName().c_str());
continue;
}
influences.bones[j] = (uint8)boneId;
influences.weights[j] = vertexInfluences[i].GetPair(j)->weight;
}
}
boneWeights.push_back(influences);
}
// Convert the bind pose into BoneTransform structures for the PMD:
BoneTransform boneDefault = { { 0, 0, 0 }, { 0, 0, 0, 1 } }; // identity transform
std::vector<BoneTransform> boneTransforms (skeleton.GetBoneCount(), boneDefault);
for (size_t i = 0; i < jointCount; ++i)
{
FCDSceneNode* joint = controllerInstance.GetJoint(i);
int boneId = skeleton.GetRealBoneID(joint->GetName().c_str());
if (boneId < 0)
{
// unrecognised joint - it's probably just a prop point
// or something, so ignore it
continue;
}
FMMatrix44 bindPose = skin->GetJoint(i)->GetBindPoseInverse().Inverted();
HMatrix matrix;
memcpy(matrix, bindPose.Transposed().m, sizeof(matrix));
// set matrix = bindPose^T, to match what decomp_affine wants
AffineParts parts;
decomp_affine(matrix, &parts);
BoneTransform b = {
{ parts.t.x, parts.t.y, parts.t.z },
{ parts.q.x, parts.q.y, parts.q.z, parts.q.w }
};
boneTransforms[boneId] = b;
}
// Construct the list of prop points.
// Currently takes all objects that are directly attached to a
// standard bone, and whose name begins with "prop-" or "prop_".
std::vector<PropPoint> propPoints;
AddDefaultPropPoints(propPoints);
for (size_t i = 0; i < jointCount; ++i)
{
FCDSceneNode* joint = controllerInstance.GetJoint(i);
int boneId = skeleton.GetBoneID(joint->GetName().c_str());
if (boneId < 0)
{
// unrecognised joint name - ignore, same as before
continue;
}
// Check all the objects attached to this bone
for (size_t j = 0; j < joint->GetChildrenCount(); ++j)
{
FCDSceneNode* child = joint->GetChild(j);
if (child->GetName().find("prop-") != 0 && child->GetName().find("prop_") != 0)
{
// doesn't begin with "prop-", so skip it
continue;
}
// Strip off the "prop-" from the name
std::string propPointName (child->GetName().substr(5));
Log(LOG_INFO, "Adding prop point %s", propPointName.c_str());
// Get translation and orientation of local transform
FMMatrix44 localTransform = child->ToMatrix();
HMatrix matrix;
memcpy(matrix, localTransform.Transposed().m, sizeof(matrix));
AffineParts parts;
decomp_affine(matrix, &parts);
// Add prop point to list
PropPoint p = {
propPointName,
{ parts.t.x, parts.t.y, parts.t.z },
{ parts.q.x, parts.q.y, parts.q.z, parts.q.w },
(uint8)boneId
};
propPoints.push_back(p);
}
}
// Get the raw vertex data
FCDGeometryPolygonsInput* inputPosition = polys->FindInput(FUDaeGeometryInput::POSITION);
FCDGeometryPolygonsInput* inputNormal = polys->FindInput(FUDaeGeometryInput::NORMAL);
const uint32* indicesCombined = inputPosition->GetIndices();
size_t indicesCombinedCount = inputPosition->GetIndexCount();
// (ReindexGeometry guarantees position/normal/texcoord have the same indexes)
FCDGeometrySource* sourcePosition = inputPosition->GetSource();
FCDGeometrySource* sourceNormal = inputNormal ->GetSource();
FCDGeometrySourceList texcoordSources;
polys->GetParent()->FindSourcesByType(FUDaeGeometryInput::TEXCOORD, texcoordSources);
float* dataPosition = sourcePosition->GetData();
float* dataNormal = sourceNormal ->GetData();
size_t vertexCount = sourcePosition->GetDataCount() / 3;
assert(sourcePosition->GetDataCount() == vertexCount*3);
assert(sourceNormal ->GetDataCount() == vertexCount*3);
std::vector<float*> dataTexcoords;
for (size_t i = 0; i < texcoordSources.size(); ++i)
{
dataTexcoords.push_back(texcoordSources[i]->GetData());
}
// Transform model coordinate system to game coordinates
TransformSkinnedModel(dataPosition, dataNormal, vertexCount, boneTransforms, propPoints,
converter.GetEntityTransform(), skin->GetBindShapeTransform(),
converter.IsYUp(), converter.IsXSI());
WritePMD(output, indicesCombined, indicesCombinedCount, dataPosition, dataNormal, dataTexcoords, vertexCount, boneWeights, boneTransforms, propPoints);
}
else
{
throw ColladaException("Unrecognised object type");
}
}
/**
* Adds the default "root" prop-point.
*/
static void AddDefaultPropPoints(std::vector<PropPoint>& propPoints)
{
PropPoint root;
root.name = "root";
root.translation[0] = root.translation[1] = root.translation[2] = 0.0f;
root.orientation[0] = root.orientation[1] = root.orientation[2] = 0.0f;
root.orientation[3] = 1.0f;
root.bone = 0xFF;
propPoints.push_back(root);
}
/**
* Writes the model data in the PMD format.
*/
static void WritePMD(OutputCB& output,
const uint32* indices, size_t indexCount,
const float* position, const float* normal,
const std::vector<float*>& texcoords,
size_t vertexCount,
const std::vector<VertexBlend>& boneWeights, const std::vector<BoneTransform>& boneTransforms,
const std::vector<PropPoint>& propPoints)
{
static const VertexBlend noBlend = { { 0xFF, 0xFF, 0xFF, 0xFF }, { 0, 0, 0, 0 } };
size_t faceCount = indexCount/3;
size_t boneCount = boneTransforms.size();
if (boneCount)
assert(boneWeights.size() == vertexCount);
size_t propPointsSize = 0; // can't calculate this statically, so loop over all the prop points
for (size_t i = 0; i < propPoints.size(); ++i)
{
propPointsSize += 4 + propPoints[i].name.length();
propPointsSize += 3*4 + 4*4 + 1;
}
output("PSMD", 4); // magic number
write(output, (uint32)4); // version number
write(output, (uint32)(
// for UVs, we add one uint32 (i.e. 4 bytes) per model that gives the number of
// texcoord sets in the model, plus 2 floats per new UV
// pair per vertex (i.e. 8 bytes * number of pairs * vertex count)
4 + 11*4*vertexCount + 4 + 8*texcoords.size()*vertexCount + // vertices
4 + 6*faceCount + // faces
4 + 7*4*boneCount + // bones
4 + propPointsSize // props
)); // data size
// Vertex data
write<uint32>(output, (uint32)vertexCount);
write<uint32>(output, (uint32)texcoords.size()); // UV pairs per vertex
for (size_t i = 0; i < vertexCount; ++i)
{
output((char*)&position[i*3], 12);
output((char*)&normal [i*3], 12);
for (size_t s = 0; s < texcoords.size(); ++s)
{
output((char*)&texcoords[s][i*2], 8);
}
if (boneCount)
write(output, boneWeights[i]);
else
write(output, noBlend);
}
// Face data
write(output, (uint32)faceCount);
for (size_t i = 0; i < indexCount; ++i)
{
write(output, (uint16)indices[i]);
}
// Bones data
write(output, (uint32)boneCount);
for (size_t i = 0; i < boneCount; ++i)
{
output((char*)&boneTransforms[i], 7*4);
}
// Prop points data
write(output, (uint32)propPoints.size());
for (size_t i = 0; i < propPoints.size(); ++i)
{
uint32 nameLen = (uint32)propPoints[i].name.length();
write(output, nameLen);
output(propPoints[i].name.c_str(), nameLen);
write(output, propPoints[i].translation);
write(output, propPoints[i].orientation);
write(output, propPoints[i].bone);
}
}
static FCDGeometryPolygons* GetPolysFromGeometry(FCDGeometry* geom)
{
REQUIRE(geom->IsMesh(), "geometry is mesh");
FCDGeometryMesh* mesh = geom->GetMesh();
if (! mesh->IsTriangles())
FCDGeometryPolygonsTools::Triangulate(mesh);
REQUIRE(mesh->IsTriangles(), "mesh is made of triangles");
REQUIRE(mesh->GetPolygonsCount() == 1, "mesh has single set of polygons");
FCDGeometryPolygons* polys = mesh->GetPolygons(0);
REQUIRE(polys->FindInput(FUDaeGeometryInput::POSITION) != NULL, "mesh has vertex positions");
REQUIRE(polys->FindInput(FUDaeGeometryInput::NORMAL) != NULL, "mesh has vertex normals");
REQUIRE(polys->FindInput(FUDaeGeometryInput::TEXCOORD) != NULL, "mesh has vertex tex coords");
return polys;
}
/**
* Applies world-space transform to vertex data and transforms Collada's right-handed
* Y-up / Z-up coordinates to the game's left-handed Y-up coordinate system
*
* TODO: Maybe we should use FCDocumentTools::StandardizeUpAxisAndLength in addition
* to this, so we'd only have one up-axis case to worry about, but it doesn't seem to
* correctly adjust the prop points in Y_UP models.
*/
static void TransformStaticModel(float* position, float* normal, size_t vertexCount,
const FMMatrix44& transform, bool yUp)
{
for (size_t i = 0; i < vertexCount; ++i)
{
FMVector3 pos (&position[i*3], 0);
FMVector3 norm (&normal[i*3], 0);
// Apply the scene-node transforms
pos = transform.TransformCoordinate(pos);
norm = FMVector3_Normalize(transform.TransformVector(norm));
// Convert from right-handed Y_UP or Z_UP to the game's coordinate system (left-handed Y-up)
if (yUp)
{
pos.z = -pos.z;
norm.z = -norm.z;
}
else
{
std::swap(pos.y, pos.z);
std::swap(norm.y, norm.z);
}
// Copy back to array
position[i*3] = pos.x;
position[i*3+1] = pos.y;
position[i*3+2] = pos.z;
normal[i*3] = norm.x;
normal[i*3+1] = norm.y;
normal[i*3+2] = norm.z;
}
}
/**
* Applies world-space transform to vertex data and transforms Collada's right-handed
* Y-up / Z-up coordinates to the game's left-handed Y-up coordinate system
*
* TODO: Maybe we should use FCDocumentTools::StandardizeUpAxisAndLength in addition
* to this, so we'd only have one up-axis case to worry about, but it doesn't seem to
* correctly adjust the prop points in Y_UP models.
*/
static void TransformSkinnedModel(float* position, float* normal, size_t vertexCount,
std::vector<BoneTransform>& bones, std::vector<PropPoint>& propPoints,
const FMMatrix44& transform, const FMMatrix44& bindTransform, bool yUp, bool isXSI)
{
FMMatrix44 scaledTransform; // for vertexes
FMMatrix44 scaleMatrix; // for bones
// HACK: see comment in PSAConvert::TransformVertices
if (isXSI)
{
scaleMatrix = DecomposeToScaleMatrix(transform);
scaledTransform = DecomposeToScaleMatrix(bindTransform) * transform;
}
else
{
scaleMatrix = FMMatrix44_Identity;
scaledTransform = bindTransform;
}
// Update the vertex positions and normals
for (size_t i = 0; i < vertexCount; ++i)
{
FMVector3 pos (&position[i*3], 0);
FMVector3 norm (&normal[i*3], 0);
// Apply the scene-node transforms
pos = scaledTransform.TransformCoordinate(pos);
norm = FMVector3_Normalize(scaledTransform.TransformVector(norm));
// Convert from right-handed Y_UP or Z_UP to the game's coordinate system (left-handed Y-up)
if (yUp)
{
pos.z = -pos.z;
norm.z = -norm.z;
}
else
{
std::swap(pos.y, pos.z);
std::swap(norm.y, norm.z);
}
// and copy back into the original array
position[i*3] = pos.x;
position[i*3+1] = pos.y;
position[i*3+2] = pos.z;
normal[i*3] = norm.x;
normal[i*3+1] = norm.y;
normal[i*3+2] = norm.z;
}
TransformBones(bones, scaleMatrix, yUp);
// And do the same for prop points
for (size_t i = 0; i < propPoints.size(); ++i)
{
if (yUp)
{
propPoints[i].translation[0] = -propPoints[i].translation[0];
propPoints[i].orientation[0] = -propPoints[i].orientation[0];
propPoints[i].orientation[3] = -propPoints[i].orientation[3];
}
else
{
// Flip translation across the x-axis by swapping y and z
std::swap(propPoints[i].translation[1], propPoints[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(propPoints[i].orientation[1], propPoints[i].orientation[2]);
propPoints[i].orientation[3] = -propPoints[i].orientation[3];
}
}
}
};
// The above stuff is just in a class since I don't like having to bother
// with forward declarations of functions - but provide the plain function
// interface here:
void ColladaToPMD(const char* input, OutputCB& output, std::string& xmlErrors)
{
PMDConvert::ColladaToPMD(input, output, xmlErrors);
}
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