// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/> // Copyright (C) 2010 Winch Gate Property Limited // // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU Affero General Public License as // published by the Free Software Foundation, either version 3 of the // License, or (at your option) any later version. // // This program 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 Affero General Public License for more details. // // You should have received a copy of the GNU Affero General Public License // along with this program. If not, see <http://www.gnu.org/licenses/>. #include <nel/misc/file.h> #include <nel/3d/mesh.h> #include <nel/3d/mesh_mrm.h> #include <nel/3d/mesh_mrm_skinned.h> #include <nel/3d/scene.h> #include <nel/3d/register_3d.h> #include <nel/misc/app_context.h> #include <nel/misc/o_xml.h> #include <nel/misc/i_xml.h> #include <fstream> #include <iostream> using namespace NLMISC; using namespace NL3D; using namespace std; struct CVertex { CVector vertex; CVector normal; CUV uv; }; bool operator == (const CVertex &v1, const CVertex &v2) { return (v1.vertex == v2.vertex) && (v1.normal == v2.normal) && (v1.uv == v2.uv); } bool operator < (const CVertex &v1, const CVertex &v2) { return (v1.vertex < v2.vertex); } const CIndexBuffer *getRdrPassPrimitiveBlock(const CMeshMRMGeom *mesh, uint lodId, uint renderPass) { return &(mesh->getRdrPassPrimitiveBlock(lodId, renderPass)); } // *************************************************************************** const CIndexBuffer *getRdrPassPrimitiveBlock(const CMeshMRMSkinnedGeom *mesh, uint lodId, uint renderPass) { static CIndexBuffer block; mesh->getRdrPassPrimitiveBlock(lodId, renderPass, block); return █ } // *************************************************************************** bool ProcessMeshMRMSkinned(const std::string &filename, IShape *shapeMesh); bool ProcessMeshMRM(const std::string &filename, IShape *shapeMesh); //bool ProcessMesh(const std::string &filename, IShape *shapeMesh); int main(int argc, char* argv[]) { if (argc < 2) { cout << "Syntax : shape2obj <NeL .shape file>" << endl; return 1; } if (!NLMISC::INelContext::isContextInitialised()) new NLMISC::CApplicationContext(); registerSerial3d(); CScene::registerBasics(); IShape *shapeMesh = NULL; CIFile ifile; // Sream a shape CShapeStream streamShape; string filename = argv[1]; if (!ifile.open(filename)) return 1; try { // Stream it streamShape.serial(ifile); // Add the shape shapeMesh = streamShape.getShapePointer(); } catch (const Exception& e) { cout << "Error : " << e.what() << endl; return 1; } if (ProcessMeshMRMSkinned(filename, shapeMesh)) return 0; if (ProcessMeshMRM(filename, shapeMesh)) return 0; // if (ProcessMesh(filename, shapeMesh)) return 0; return 0; } bool ProcessMeshMRMSkinned(const std::string &filename, IShape *shapeMesh) { CMeshMRMSkinned *mesh = dynamic_cast<CMeshMRMSkinned*>(shapeMesh); if (!mesh) return false; COFile ofile; CMeshMRMSkinnedGeom* meshIn = (CMeshMRMSkinnedGeom*)&mesh->getMeshGeom(); std::vector<CMesh::CSkinWeight> skinWeights; meshIn->getSkinWeights(skinWeights); CVertexBuffer vertexBuffer; meshIn->getVertexBuffer(vertexBuffer); CVertexBufferRead vba; vertexBuffer.lock (vba); uint i, j; // **** Select the Lod. uint numLods= meshIn->getNbLod(); // get the max tris displayed float numMeshFacesMin= (float)meshIn->getLevelDetail().MinFaceUsed; float numMeshFacesMax= (float)meshIn->getLevelDetail().MaxFaceUsed; // find the lod sint lodId = numLods-1; // **** First, for the best lod indicate what vertex is used or not. Also index geomorphs to know what real vertex is used vector<sint> vertexUsed; // -1 means "not used" vertexUsed.resize(skinWeights.size(), -1); // Parse all triangles. for(i=0;i<meshIn->getNbRdrPass(lodId); ++i) { const CIndexBuffer *pb = getRdrPassPrimitiveBlock(meshIn, lodId, i); CIndexBufferRead iba; pb->lock (iba); if (iba.getFormat() == CIndexBuffer::Indices32) { const uint32 *triPtr= (const uint32 *) iba.getPtr(); for(j=0;j<pb->getNumIndexes(); ++j) { uint idx= *triPtr; // Flag the vertex with its own index => used. vertexUsed[idx]= idx; triPtr++; } } else { const uint16 *triPtr= (const uint16 *) iba.getPtr(); for(j=0;j<pb->getNumIndexes(); ++j) { uint idx= *triPtr; // Flag the vertex with its own index => used. vertexUsed[idx]= idx; triPtr++; } } } // Special for Geomorphs: must take The End target vertex. const std::vector<CMRMWedgeGeom> &geomorphs= meshIn->getGeomorphs(lodId); for(i=0;i<geomorphs.size(); ++i) { uint trueIdx= geomorphs[i].End; // map to the Geomorph Target. vertexUsed[i]= trueIdx; // mark also the real vertex used as used. vertexUsed[trueIdx]= trueIdx; } // **** For all vertices used (not geomorphs), compute vertex Skins. vector<CVertex> shadowVertices; vector<sint> vertexToVSkin; vertexToVSkin.resize(vertexUsed.size()); shadowVertices.reserve(vertexUsed.size()); // use a map to remove duplicates (because of UV/normal discontinuities before!!) map<CVertex, uint> shadowVertexMap; uint numMerged= 0; // Skip Geomorphs. for(i=geomorphs.size();i<vertexUsed.size(); ++i) { // If this vertex is used. if(vertexUsed[i]!=-1) { // Build the vertex CVertex shadowVert; CUV uv; shadowVert.vertex = *(CVector*)vba.getVertexCoordPointer(i); shadowVert.normal = *(CVector*)vba.getNormalCoordPointer(i); shadowVert.uv = *(CUV*)vba.getTexCoordPointer(i); /* // Select the best Matrix. CMesh::CSkinWeight sw= skinWeights[i]; float maxW= 0; uint matId= 0; for(j=0;j<NL3D_MESH_SKINNING_MAX_MATRIX;j++) { // if no more matrix influenced, stop if(sw.Weights[j]==0) break; if(sw.Weights[j]>maxW) { matId= sw.MatrixId[j]; maxW= sw.Weights[j]; } } // shadowVert.MatrixId= matId; */ // If dont find the shadowVertex in the map. map<CVertex, uint>::iterator it= shadowVertexMap.find(shadowVert); if(it==shadowVertexMap.end()) { // Append uint index= shadowVertices.size(); vertexToVSkin[i]= index; shadowVertices.push_back(shadowVert); shadowVertexMap.insert(make_pair(shadowVert, index)); } else { // Ok, map. vertexToVSkin[i]= it->second; numMerged++; } } } ofstream ofs(string(filename + ".obj").c_str()); for(size_t y = 0; y < shadowVertices.size(); ++y) { CVector v = shadowVertices[y].vertex; CVector vn = shadowVertices[y].normal; CUV vt = shadowVertices[y].uv; ofs << "v " << v.x << " " << v.y << " " << v.z << endl; ofs << "vn " << vn.x << " " << vn.y << " " << vn.z << endl; ofs << "vt " << vt.U << " " << vt.V << endl; } // **** Get All Faces // Final List Of Triangles that match the bone. vector<uint32> shadowTriangles; shadowTriangles.reserve(1000); // Parse all input tri of the mesh. for(i=0; i<meshIn->getNbRdrPass(lodId); ++i) { ofs << "g pass" << i << endl; const CIndexBuffer *pb = getRdrPassPrimitiveBlock(meshIn, lodId, i); CIndexBufferRead iba; pb->lock (iba); if (iba.getFormat() == CIndexBuffer::Indices32) { const uint32 *triPtr= (const uint32 *) iba.getPtr(); for(j=0; j<pb->getNumIndexes(); ++j) { uint idx= *triPtr; // Get the real Vertex (ie not the geomporhed one). idx= vertexUsed[idx]; // Get the ShadowVertex associated idx= vertexToVSkin[idx]; shadowTriangles.push_back(idx); triPtr++; } } else { const uint16 *triPtr= (const uint16 *) iba.getPtr(); for(j=0; j<pb->getNumIndexes(); ++j) { uint idx= *triPtr; // Get the real Vertex (ie not the geomporhed one). idx= vertexUsed[idx]; // Get the ShadowVertex associated idx= vertexToVSkin[idx]; shadowTriangles.push_back(idx); triPtr++; } } for(size_t pass = 0; pass<shadowTriangles.size(); pass += 3) { ofs << "f " << shadowTriangles[pass]+1 << "/" << shadowTriangles[pass]+1 << "/" << shadowTriangles[pass]+1 << " "; ofs << shadowTriangles[pass+1]+1 << "/" << shadowTriangles[pass+1]+1 << "/" << shadowTriangles[pass+1]+1 << " "; ofs << shadowTriangles[pass+2]+1 << "/" << shadowTriangles[pass+2]+1 << "/" << shadowTriangles[pass+2]+1 << endl; } shadowTriangles.clear(); } ofs.close(); return true; } bool ProcessMeshMRM(const std::string &filename, IShape *shapeMesh) { CMeshMRM *mesh = dynamic_cast<CMeshMRM*>(shapeMesh); if (!mesh) return false; COFile ofile; CMeshMRMGeom* meshIn = (CMeshMRMGeom*)&mesh->getMeshGeom(); std::vector<CMesh::CSkinWeight> skinWeights = meshIn->getSkinWeights(); CVertexBuffer vertexBuffer = meshIn->getVertexBuffer(); CVertexBufferRead vba; vertexBuffer.lock (vba); uint i, j; // **** Select the Lod. uint numLods= meshIn->getNbLod(); // get the max tris displayed float numMeshFacesMin= (float)meshIn->getLevelDetail().MinFaceUsed; float numMeshFacesMax= (float)meshIn->getLevelDetail().MaxFaceUsed; // find the lod sint lodId = numLods-1; // **** First, for the best lod indicate what vertex is used or not. Also index geomorphs to know what real vertex is used vector<sint> vertexUsed; // -1 means "not used" vertexUsed.resize(skinWeights.size(), -1); // Parse all triangles. for(i=0;i<meshIn->getNbRdrPass(lodId); ++i) { const CIndexBuffer *pb = getRdrPassPrimitiveBlock(meshIn, lodId, i); CIndexBufferRead iba; pb->lock (iba); if (iba.getFormat() == CIndexBuffer::Indices32) { const uint32 *triPtr= (const uint32 *) iba.getPtr(); for(j=0;j<pb->getNumIndexes(); ++j) { uint idx= *triPtr; // Flag the vertex with its own index => used. vertexUsed[idx]= idx; triPtr++; } } else { const uint16 *triPtr= (const uint16 *) iba.getPtr(); for(j=0;j<pb->getNumIndexes(); ++j) { uint idx= *triPtr; // Flag the vertex with its own index => used. vertexUsed[idx]= idx; triPtr++; } } } // Special for Geomorphs: must take The End target vertex. const std::vector<CMRMWedgeGeom> &geomorphs= meshIn->getGeomorphs(lodId); for(i=0;i<geomorphs.size(); ++i) { uint trueIdx= geomorphs[i].End; // map to the Geomorph Target. vertexUsed[i]= trueIdx; // mark also the real vertex used as used. vertexUsed[trueIdx]= trueIdx; } // **** For all vertices used (not geomorphs), compute vertex Skins. vector<CVertex> shadowVertices; vector<sint> vertexToVSkin; vertexToVSkin.resize(vertexUsed.size()); shadowVertices.reserve(vertexUsed.size()); // use a map to remove duplicates (because of UV/normal discontinuities before!!) map<CVertex, uint> shadowVertexMap; uint numMerged= 0; // Skip Geomorphs. for(i=geomorphs.size();i<vertexUsed.size(); ++i) { // If this vertex is used. if(vertexUsed[i]!=-1) { // Build the vertex CVertex shadowVert; CUV uv; shadowVert.vertex = *(CVector*)vba.getVertexCoordPointer(i); shadowVert.normal = *(CVector*)vba.getNormalCoordPointer(i); shadowVert.uv = *(CUV*)vba.getTexCoordPointer(i); /* // Select the best Matrix. CMesh::CSkinWeight sw= skinWeights[i]; float maxW= 0; uint matId= 0; for(j=0;j<NL3D_MESH_SKINNING_MAX_MATRIX;j++) { // if no more matrix influenced, stop if(sw.Weights[j]==0) break; if(sw.Weights[j]>maxW) { matId= sw.MatrixId[j]; maxW= sw.Weights[j]; } } // shadowVert.MatrixId= matId; */ // If dont find the shadowVertex in the map. map<CVertex, uint>::iterator it= shadowVertexMap.find(shadowVert); if(it==shadowVertexMap.end()) { // Append uint index= shadowVertices.size(); vertexToVSkin[i]= index; shadowVertices.push_back(shadowVert); shadowVertexMap.insert(make_pair(shadowVert, index)); } else { // Ok, map. vertexToVSkin[i]= it->second; numMerged++; } } } ofstream ofs(string(filename + ".obj").c_str()); for(size_t y = 0; y < shadowVertices.size(); ++y) { CVector v = shadowVertices[y].vertex; CVector vn = shadowVertices[y].normal; CUV vt = shadowVertices[y].uv; ofs << "v " << v.x << " " << v.y << " " << v.z << endl; ofs << "vn " << vn.x << " " << vn.y << " " << vn.z << endl; ofs << "vt " << vt.U << " " << vt.V << endl; } // **** Get All Faces // Final List Of Triangles that match the bone. vector<uint32> shadowTriangles; shadowTriangles.reserve(1000); // Parse all input tri of the mesh. for(i=0; i<meshIn->getNbRdrPass(lodId); ++i) { ofs << "g pass" << i << endl; const CIndexBuffer *pb = getRdrPassPrimitiveBlock(meshIn, lodId, i); CIndexBufferRead iba; pb->lock (iba); if (iba.getFormat() == CIndexBuffer::Indices32) { const uint32 *triPtr= (const uint32 *) iba.getPtr(); for(j=0; j<pb->getNumIndexes(); ++j) { uint idx= *triPtr; // Get the real Vertex (ie not the geomporhed one). idx= vertexUsed[idx]; // Get the ShadowVertex associated idx= vertexToVSkin[idx]; shadowTriangles.push_back(idx); triPtr++; } } else { const uint16 *triPtr= (const uint16 *) iba.getPtr(); for(j=0; j<pb->getNumIndexes(); ++j) { uint idx= *triPtr; // Get the real Vertex (ie not the geomporhed one). idx= vertexUsed[idx]; // Get the ShadowVertex associated idx= vertexToVSkin[idx]; shadowTriangles.push_back(idx); triPtr++; } } for(size_t pass = 0; pass<shadowTriangles.size(); pass += 3) { ofs << "f " << shadowTriangles[pass]+1 << "/" << shadowTriangles[pass]+1 << "/" << shadowTriangles[pass]+1 << " "; ofs << shadowTriangles[pass+1]+1 << "/" << shadowTriangles[pass+1]+1 << "/" << shadowTriangles[pass+1]+1 << " "; ofs << shadowTriangles[pass+2]+1 << "/" << shadowTriangles[pass+2]+1 << "/" << shadowTriangles[pass+2]+1 << endl; } shadowTriangles.clear(); } ofs.close(); return true; } /* TODO: implement this bool ProcessMesh(const std::string &filename, IShape *shapeMesh) { CMesh *mesh = dynamic_cast<CMesh*>(shapeMesh); if (!mesh) return false; COFile ofile; CMeshGeom* meshIn = (CMeshGeom*)&mesh->getMeshGeom(); CVertexBuffer vertexBuffer = meshIn->getVertexBuffer(); // CVertexBufferRead vba; // vertexBuffer.lock (vba); uint i = vertexBuffer.getNumVertices(); std::vector<NLMISC::CVector> vertices; meshIn->retrieveVertices(vertices); std::vector<uint32> indices; meshIn->retrieveTriangles(indices); // **** For all vertices used (not geomorphs), compute vertex Skins. vector<CVertex> shadowVertices; vector<sint> vertexToVSkin; vertexToVSkin.resize(indices.size()); shadowVertices.reserve(indices.size()); // use a map to remove duplicates (because of UV/normal discontinuities before!!) map<CVertex, uint> shadowVertexMap; uint numMerged= 0; // Skip Geomorphs. for(i=0;i<indices.size(); ++i) { // Build the vertex CVertex shadowVert; CUV uv; shadowVert.vertex = *(CVector*)vba.getVertexCoordPointer(i); shadowVert.normal = *(CVector*)vba.getNormalCoordPointer(i); shadowVert.uv = *(CUV*)vba.getTexCoordPointer(i); // Select the best Matrix. CMesh::CSkinWeight sw= skinWeights[i]; float maxW= 0; uint matId= 0; for(j=0;j<NL3D_MESH_SKINNING_MAX_MATRIX;j++) { // if no more matrix influenced, stop if(sw.Weights[j]==0) break; if(sw.Weights[j]>maxW) { matId= sw.MatrixId[j]; maxW= sw.Weights[j]; } } // If dont find the shadowVertex in the map. map<CVertex, uint>::iterator it= shadowVertexMap.find(shadowVert); if(it==shadowVertexMap.end()) { // Append uint index= shadowVertices.size(); vertexToVSkin[i]= index; shadowVertices.push_back(shadowVert); shadowVertexMap.insert(make_pair(shadowVert, index)); } else { // Ok, map. vertexToVSkin[i]= it->second; numMerged++; } } ofstream ofs(string(filename + ".obj").c_str()); for(size_t y = 0; y < shadowVertices.size(); ++y) { CVector v = shadowVertices[y].vertex; CVector vn = shadowVertices[y].normal; CUV vt = shadowVertices[y].uv; ofs << "v " << v.x << " " << v.y << " " << v.z << endl; ofs << "vn " << vn.x << " " << vn.y << " " << vn.z << endl; ofs << "vt " << vt.U << " " << vt.V << endl; } // **** Get All Faces // Final List Of Triangles that match the bone. vector<uint32> shadowTriangles; shadowTriangles.reserve(1000); // Parse all input tri of the mesh. for(i=0; i<meshIn->getNbRdrPass(lodId); ++i) { ofs << "g pass" << i << endl; const CIndexBuffer *pb = getRdrPassPrimitiveBlock(meshIn, lodId, i); CIndexBufferRead iba; pb->lock (iba); if (iba.getFormat() == CIndexBuffer::Indices32) { const uint32 *triPtr= (const uint32 *) iba.getPtr(); for(j=0; j<pb->getNumIndexes(); ++j) { uint idx= *triPtr; // Get the real Vertex (ie not the geomporhed one). idx= vertexUsed[idx]; // Get the ShadowVertex associated idx= vertexToVSkin[idx]; shadowTriangles.push_back(idx); triPtr++; } } else { const uint16 *triPtr= (const uint16 *) iba.getPtr(); for(j=0; j<pb->getNumIndexes(); ++j) { uint idx= *triPtr; // Get the real Vertex (ie not the geomporhed one). idx= vertexUsed[idx]; // Get the ShadowVertex associated idx= vertexToVSkin[idx]; shadowTriangles.push_back(idx); triPtr++; } } for(size_t pass = 0; pass<shadowTriangles.size(); pass += 3) { ofs << "f " << shadowTriangles[pass]+1 << "/" << shadowTriangles[pass]+1 << "/" << shadowTriangles[pass]+1 << " "; ofs << shadowTriangles[pass+1]+1 << "/" << shadowTriangles[pass+1]+1 << "/" << shadowTriangles[pass+1]+1 << " "; ofs << shadowTriangles[pass+2]+1 << "/" << shadowTriangles[pass+2]+1 << "/" << shadowTriangles[pass+2]+1 << endl; } shadowTriangles.clear(); } ofs.close(); return true; } */