Torque3D/Engine/source/ts/collada/colladaAppMesh.cpp
Azaezel fbfd3ed8ed clang: constructor initialization order
while not a major issue per-se, the sheer number of times the engine has to jump back in memory and backfill data in a given class can add up. First run of... many.,
2016-10-14 18:16:55 -05:00

1105 lines
43 KiB
C++

//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "platform/platform.h"
// Make GCC happy. Needs to have seen this before processing the
// hash table template.
struct VertTuple;
namespace DictHash
{
inline U32 hash( const VertTuple& data );
}
#include "ts/collada/colladaExtensions.h"
#include "ts/collada/colladaAppMesh.h"
#include "ts/collada/colladaAppNode.h"
#include "ts/collada/colladaAppMaterial.h"
#include "core/util/tDictionary.h"
#include "core/stringTable.h"
using namespace ColladaUtils;
bool ColladaAppMesh::fixedSizeEnabled = false;
S32 ColladaAppMesh::fixedSize = 2;
//-----------------------------------------------------------------------------
// Define a VertTuple dictionary to allow fast tuple lookups
namespace DictHash
{
inline U32 hash(const VertTuple& data)
{
return (U32)data.vertex;
}
}
typedef Map<VertTuple, S32> VertTupleMap;
//-----------------------------------------------------------------------------
// Find a source with matching ID. Cannot use the DOM .getElement method since
// some lame Collada exporters generate <source>s with non-unique IDs.
daeElement* findInputSource(const daeElement* input)
{
// Try using the DOM .getElement method => the resolved element's parent
// should be the input's grandparent
daeElement* parent = ((daeElement*)input)->getParentElement();
daeElement* grandparent = parent ? parent->getParentElement() : 0;
if (!grandparent)
return NULL;
const domURIFragmentType* uri = 0;
if (input->getElementType() == COLLADA_TYPE::INPUTLOCAL)
uri = &daeSafeCast<domInputLocal>((daeElement*)input)->getSource();
else if (input->getElementType() == COLLADA_TYPE::INPUTLOCALOFFSET)
uri = &daeSafeCast<domInputLocalOffset>((daeElement*)input)->getSource();
if (!uri)
return NULL;
daeElement* element = uri->getElement();
if (element && element->getParentElement() == grandparent)
return element;
else
{
// Probably a non-unique ID => search for the matching element manually
// Skip the leading '#' on source IDs
const char* id = uri->originalStr().c_str();
if (id && (id[0] == '#'))
id++;
for (S32 iChild = 0; iChild < grandparent->getChildren().getCount(); iChild++)
{
element = grandparent->getChildren()[iChild];
if ((element->getElementType() != COLLADA_TYPE::SOURCE) &&
(element->getElementType() != COLLADA_TYPE::VERTICES))
continue;
if (dStrEqual(id, element->getAttribute("id").c_str()))
return element;
}
}
return NULL;
}
//-----------------------------------------------------------------------------
// Collada scatters the data required for geometry all over the place; this class
// helps to group it all together.
class MeshStreams
{
public:
// The sources we want to read from the mesh stream. Can be any order, but
// sources of the same type (eg. UVs and UV2s) must be sequential (to allow
// ordering by set index)
enum eSourceType {
Points,
Normals,
Colors,
UVs,
UV2s,
Joints,
Weights,
InvBindMatrices,
NumStreams
};
const char* SourceTypeToSemantic(eSourceType type)
{
switch ( type )
{
case Points: return "POSITION";
case Normals: return "NORMAL";
case Colors: return "COLOR";
case UVs:
case UV2s: return "TEXCOORD";
case Joints: return "JOINT";
case Weights: return "WEIGHT";
case InvBindMatrices: return "INV_BIND_MATRIX";
default: return "";
}
}
private:
/// Classify a single input
template<class T>
static void selectInput(T input, T sortedInputs[], S32 start, S32 end=-1)
{
if (end == -1)
end = start;
// Get the set for this input
const domInputLocalOffset* localOffset = daeSafeCast<domInputLocalOffset>(input);
domUint newSet = localOffset ? localOffset->getSet() : 0;
// Add the input to the right place in the list (somewhere between start and end)
for (S32 i = start; i <= end; i++) {
const domInputLocalOffset* localOffset = daeSafeCast<domInputLocalOffset>(sortedInputs[i]);
domUint set = localOffset ? localOffset->getSet() : 0xFFFFFFFF;
if (newSet < set) {
for (S32 j = i + 1; j <= end; j++)
sortedInputs[j] = sortedInputs[j-1];
sortedInputs[i] = input;
return;
}
}
}
/// Attempt to initialise a _SourceReader
template<class T>
bool initSourceReader(T input, eSourceType type, _SourceReader& reader, const char* params[])
{
if (!input)
return false;
// Try to get the source element
const domSource* source = 0;
daeElement *element = findInputSource(input);
if (element->getElementType() == COLLADA_TYPE::SOURCE)
source = daeSafeCast<domSource>(element);
else if (element->getElementType() == COLLADA_TYPE::VERTICES) {
const domVertices* vertices = daeSafeCast<domVertices>(element);
// Search for the input with the desired semantic
const char* semantic = SourceTypeToSemantic( type );
for (S32 iInput = 0; iInput < vertices->getInput_array().getCount(); iInput++)
{
domInputLocal* input = vertices->getInput_array().get(iInput);
if (dStrEqual(input->getSemantic(), semantic))
{
source = daeSafeCast<domSource>(findInputSource(input));
break;
}
}
}
if (!source)
return false;
return reader.initFromSource(source, params);
}
public:
_SourceReader points;
_SourceReader normals;
_SourceReader colors;
_SourceReader uvs;
_SourceReader uv2s;
_SourceReader joints;
_SourceReader weights;
_SourceReader invBindMatrices;
/// Clear the mesh streams
void reset()
{
points.reset();
normals.reset();
colors.reset();
uvs.reset();
uv2s.reset();
joints.reset();
weights.reset();
invBindMatrices.reset();
}
/// Classify a set of inputs by type and set number (needs to be a template
/// because Collada has two forms of input arrays that may be accessed in
/// an identical fashion, but the classes are unrelated. Sigh.
template<class T>
static void classifyInputs(const daeTArray<T>& inputs, T sortedInputs[], U32 *maxOffset=0)
{
if (maxOffset)
*maxOffset = 0;
// Clear output array
for (S32 i = 0; i < NumStreams; i++)
sortedInputs[i] = 0;
// Separate inputs by type, and sort by set (ie. lowest TEXCOORD set becomes UV,
// next TEXCOORD set becomes UV2 etc)
for (S32 iInput = 0; iInput < inputs.getCount(); iInput++) {
const T& input = inputs[iInput];
const daeString semantic = input->getSemantic();
if (dStrEqual(semantic, "VERTEX"))
{
domVertices* vertices = daeSafeCast<domVertices>(findInputSource(input));
// The <vertices> element may contain multiple inputs (eg. POSITION, NORMAL etc)
domInputLocalRef verticesInputs[NumStreams];
classifyInputs(vertices->getInput_array(), verticesInputs);
for (S32 iStream = 0; iStream < NumStreams; iStream++)
{
if (verticesInputs[iStream] != 0)
sortedInputs[iStream] = input;
}
}
else if (dStrEqual(semantic, "POSITION")) selectInput(input, sortedInputs, Points);
else if (dStrEqual(semantic, "NORMAL")) selectInput(input, sortedInputs, Normals);
else if (dStrEqual(semantic, "COLOR")) selectInput(input, sortedInputs, Colors);
else if (dStrEqual(semantic, "TEXCOORD")) selectInput(input, sortedInputs, UVs, UV2s);
else if (dStrEqual(semantic, "JOINT")) selectInput(input, sortedInputs, Joints);
else if (dStrEqual(semantic, "WEIGHT")) selectInput(input, sortedInputs, Weights);
else if (dStrEqual(semantic, "INV_BIND_MATRIX")) selectInput(input, sortedInputs, InvBindMatrices);
if (maxOffset)
{
const domInputLocalOffset* localOffset = daeSafeCast<domInputLocalOffset>(input);
domUint offset = localOffset ? localOffset->getOffset() : 0;
if (offset > (*maxOffset))
*maxOffset = offset;
}
}
}
/// Read a set of inputs into the named sources. There may be multiple 'sets'
/// of COLOR or TEXCOORD (uvs) streams, but we are only interested in the
/// first COLOR set (ie. smallest set value), and the first 2 TEXCOORDS sets.
template<class T>
bool readInputs(const daeTArray<T>& inputs)
{
// Sort inputs by type and set to find the ones we are interested in
T sortedInputs[NumStreams];
classifyInputs(inputs, sortedInputs);
// Attempt to initialise the SourceReaders
const char* vertex_params[] = { "X", "Y", "Z", "" };
initSourceReader(sortedInputs[Points], Points, points, vertex_params);
const char* normal_params[] = { "X", "Y", "Z", "" };
initSourceReader(sortedInputs[Normals], Normals, normals, normal_params);
const char* color_params[] = { "R", "G", "B", "A", "" };
initSourceReader(sortedInputs[Colors], Colors, colors, color_params);
const char* uv_params[] = { "S", "T", "" };
const char* uv_params2[] = { "U", "V", "" }; // some files use the nonstandard U,V or X,Y param names
const char* uv_params3[] = { "X", "Y", "" };
if (!initSourceReader(sortedInputs[UVs], UVs, uvs, uv_params))
if (!initSourceReader(sortedInputs[UVs], UVs, uvs, uv_params2))
initSourceReader(sortedInputs[UVs], UVs, uvs, uv_params3);
if (!initSourceReader(sortedInputs[UV2s], UV2s, uv2s, uv_params))
if (!initSourceReader(sortedInputs[UV2s], UV2s, uv2s, uv_params2))
initSourceReader(sortedInputs[UV2s], UV2s, uv2s, uv_params3);
const char* joint_params[] = { "JOINT", "" };
initSourceReader(sortedInputs[Joints], Joints, joints, joint_params);
const char* weight_params[] = { "WEIGHT", "" };
initSourceReader(sortedInputs[Weights], Weights, weights, weight_params);
const char* matrix_params[] = { "TRANSFORM", "" };
initSourceReader(sortedInputs[InvBindMatrices], InvBindMatrices, invBindMatrices, matrix_params);
return true;
}
};
//------------------------------------------------------------------------------
ColladaAppMesh::ColladaAppMesh(const domInstance_geometry* instance, ColladaAppNode* node)
: appNode(node),instanceGeom(instance), instanceCtrl(0), geomExt(0)
{
flags = 0;
numFrames = 0;
numMatFrames = 0;
}
ColladaAppMesh::ColladaAppMesh(const domInstance_controller* instance, ColladaAppNode* node)
: appNode(node),instanceGeom(0), instanceCtrl(instance), geomExt(0)
{
flags = 0;
numFrames = 0;
numMatFrames = 0;
}
const char* ColladaAppMesh::getName(bool allowFixed)
{
// Some exporters add a 'PIVOT' or unnamed node between the mesh and the
// actual object node. Detect this and return the object node name instead
// of the pivot node.
const char* nodeName = appNode->getName();
if ( dStrEqual(nodeName, "null") || dStrEndsWith(nodeName, "PIVOT") )
nodeName = appNode->getParentName();
// If all geometry is being fixed to the same size, append the size
// to the name
return allowFixed && fixedSizeEnabled ? avar("%s %d", nodeName, fixedSize) : nodeName;
}
MatrixF ColladaAppMesh::getMeshTransform(F32 time)
{
return appNode->getNodeTransform(time);
}
bool ColladaAppMesh::animatesVis(const AppSequence* appSeq)
{
#define IS_VIS_ANIMATED(node) \
(dynamic_cast<const ColladaAppNode*>(node)->nodeExt->visibility.isAnimated(appSeq->getStart(), appSeq->getEnd()))
// Check if the node visibility is animated within the sequence interval
return IS_VIS_ANIMATED(appNode) || (appNode->appParent ? IS_VIS_ANIMATED(appNode->appParent) : false);
}
bool ColladaAppMesh::animatesMatFrame(const AppSequence* appSeq)
{
// Texture coordinates may be animated in two ways:
// - by animating the MAYA profile texture transform (diffuse texture)
// - by animating the morph weights for morph targets with different UVs
// Check if the MAYA profile texture transform is animated
for (S32 iMat = 0; iMat < appMaterials.size(); iMat++) {
ColladaAppMaterial* appMat = static_cast<ColladaAppMaterial*>(appMaterials[iMat]);
if (appMat->effectExt &&
appMat->effectExt->animatesTextureTransform(appSeq->getStart(), appSeq->getEnd()))
return true;
}
// Check that the morph weights are animated within the sequence interval,
// and that the morph targets have different UVs to the base geometry.
bool animated = false;
bool differentUVs = false;
if (const domMorph* morph = getMorph()) {
for (S32 iInput = 0; iInput < morph->getTargets()->getInput_array().getCount(); iInput++) {
const domInputLocal* input = morph->getTargets()->getInput_array()[iInput];
if (dStrEqual(input->getSemantic(), "MORPH_TARGET")) {
// @todo: Check if morph targets have different UVs to base geometry
differentUVs = false;
}
if (dStrEqual(input->getSemantic(), "MORPH_WEIGHT")) {
const domSource* source = daeSafeCast<domSource>(findInputSource(input));
AnimatedFloatList weights(source ? source->getFloat_array() : 0);
animated = weights.isAnimated(appSeq->getStart(), appSeq->getEnd());
}
}
}
return (animated && differentUVs);
}
bool ColladaAppMesh::animatesFrame(const AppSequence* appSeq)
{
// Collada <morph>s ALWAYS contain vert positions, so just need to check if
// the morph weights are animated within the sequence interval
bool animated = false;
if (const domMorph* morph = getMorph()) {
for (S32 iInput = 0; iInput < morph->getTargets()->getInput_array().getCount(); iInput++) {
const domInputLocal* input = morph->getTargets()->getInput_array()[iInput];
if (dStrEqual(input->getSemantic(), "MORPH_WEIGHT")) {
const domSource* source = daeSafeCast<domSource>(findInputSource(input));
AnimatedFloatList weights(source ? source->getFloat_array() : 0);
animated = weights.isAnimated(appSeq->getStart(), appSeq->getEnd());
break;
}
}
}
return animated;
}
F32 ColladaAppMesh::getVisValue(F32 t)
{
#define GET_VIS(node) \
(dynamic_cast<const ColladaAppNode*>(node)->nodeExt->visibility.getValue(t))
// Get the visibility of the mesh's node at time, 't'
return GET_VIS(appNode) * (appNode->appParent ? GET_VIS(appNode->appParent) : 1.0f);
}
S32 ColladaAppMesh::addMaterial(const char* symbol)
{
if (!symbol)
return TSDrawPrimitive::NoMaterial;
// Lookup the symbol in the materials already bound to this geometry/controller
// instance
Map<StringTableEntry,U32>::Iterator itr = boundMaterials.find(symbol);
if (itr != boundMaterials.end())
return itr->value;
// Find the Collada material that this symbol maps to
U32 matIndex = TSDrawPrimitive::NoMaterial;
const domBind_material* binds = instanceGeom ? instanceGeom->getBind_material() :
instanceCtrl->getBind_material();
if (binds) {
const domInstance_material_Array& matArray = binds->getTechnique_common()->getInstance_material_array();
for (S32 iBind = 0; iBind < matArray.getCount(); iBind++) {
if (dStrEqual(matArray[iBind]->getSymbol(), symbol)) {
// Find the index of the bound material in the shape global list
const domMaterial* mat = daeSafeCast<domMaterial>(matArray[iBind]->getTarget().getElement());
for (matIndex = 0; matIndex < appMaterials.size(); matIndex++) {
if (static_cast<ColladaAppMaterial*>(appMaterials[matIndex])->mat == mat)
break;
}
// Check if this material needs to be added to the shape global list
if (matIndex == appMaterials.size()) {
if (mat)
appMaterials.push_back(new ColladaAppMaterial(mat));
else
appMaterials.push_back(new ColladaAppMaterial(symbol));
}
break;
}
}
}
else
{
// No Collada material is present for this symbol, so just create an empty one
appMaterials.push_back(new ColladaAppMaterial(symbol));
}
// Add this symbol to the bound list for the mesh
boundMaterials.insert(StringTable->insert(symbol), matIndex);
return matIndex;
}
void ColladaAppMesh::getPrimitives(const domGeometry* geometry)
{
// Only do this once
if (primitives.size())
return;
// Read the <geometry> extension
if (!geomExt)
geomExt = new ColladaExtension_geometry(geometry);
// Get the supported primitive elements for this geometry, and warn
// about unsupported elements
Vector<BasePrimitive*> meshPrims;
const daeElementRefArray& contents = geometry->getMesh()->getContents();
for (S32 iElem = 0; iElem < contents.getCount(); iElem++) {
if (BasePrimitive::isPrimitive(contents[iElem])) {
if (BasePrimitive::isSupportedPrimitive(contents[iElem]))
meshPrims.push_back(BasePrimitive::get(contents[iElem]));
else {
daeErrorHandler::get()->handleWarning(avar("Collada <%s> element "
"in %s is not supported.", contents[iElem]->getElementName(),
_GetNameOrId(geometry)));
}
}
}
MeshStreams streams;
VertTupleMap tupleMap;
// Create Torque primitives
for (S32 iPrim = 0; iPrim < meshPrims.size(); iPrim++) {
// Primitive element must have at least 1 triangle
const domListOfUInts* pTriData = meshPrims[iPrim]->getTriangleData();
if (!pTriData)
continue;
U32 numTriangles = pTriData->getCount() / meshPrims[iPrim]->getStride() / 3;
if (!numTriangles)
continue;
// Create TSMesh primitive
primitives.increment();
TSDrawPrimitive& primitive = primitives.last();
primitive.start = indices.size();
primitive.matIndex = (TSDrawPrimitive::Triangles | TSDrawPrimitive::Indexed) |
addMaterial(meshPrims[iPrim]->getMaterial());
// Get the AppMaterial associated with this primitive
ColladaAppMaterial* appMat = 0;
if (!(primitive.matIndex & TSDrawPrimitive::NoMaterial))
appMat = static_cast<ColladaAppMaterial*>(appMaterials[primitive.matIndex & TSDrawPrimitive::MaterialMask]);
// Force the material to be double-sided if this geometry is double-sided.
if (geomExt->double_sided && appMat && appMat->effectExt)
appMat->effectExt->double_sided = true;
// Pre-allocate triangle indices
primitive.numElements = numTriangles * 3;
indices.setSize(indices.size() + primitive.numElements);
U32* dstIndex = indices.end() - primitive.numElements;
// Determine the offset for each element type in the stream, and also the
// maximum input offset, which will be the number of indices per vertex we
// need to skip.
domInputLocalOffsetRef sortedInputs[MeshStreams::NumStreams];
MeshStreams::classifyInputs(meshPrims[iPrim]->getInputs(), sortedInputs);
S32 offsets[MeshStreams::NumStreams];
for (S32 i = 0; i < MeshStreams::NumStreams; i++)
offsets[i] = sortedInputs[i] ? sortedInputs[i]->getOffset() : -1;
// Loop through indices
const domUint* pSrcData = &(pTriData->get(0));
for (U32 iTri = 0; iTri < numTriangles; iTri++) {
// If the next triangle could cause us to index across a 16-bit
// boundary, split this primitive and clear the tuple map to
// ensure primitives only index verts within a 16-bit range.
if (vertTuples.size() &&
(((vertTuples.size()-1) ^ (vertTuples.size()+2)) & 0x10000))
{
// Pad vertTuples up to the next 16-bit boundary
while (vertTuples.size() & 0xFFFF)
vertTuples.push_back(VertTuple(vertTuples.last()));
// Split the primitive at the current triangle
S32 indicesRemaining = (numTriangles - iTri) * 3;
if (iTri > 0)
{
daeErrorHandler::get()->handleWarning(avar("Splitting primitive "
"in %s: too many verts for 16-bit indices.", _GetNameOrId(geometry)));
primitives.last().numElements -= indicesRemaining;
primitives.push_back(TSDrawPrimitive(primitives.last()));
}
primitives.last().numElements = indicesRemaining;
primitives.last().start = indices.size() - indicesRemaining;
tupleMap.clear();
}
streams.reset();
streams.readInputs(meshPrims[iPrim]->getInputs());
for (U32 v = 0; v < 3; v++) {
// Collect vert tuples into a single array so we can easily grab
// vertex data later.
VertTuple tuple;
tuple.prim = iPrim;
tuple.vertex = offsets[MeshStreams::Points] >= 0 ? pSrcData[offsets[MeshStreams::Points]] : -1;
tuple.normal = offsets[MeshStreams::Normals] >= 0 ? pSrcData[offsets[MeshStreams::Normals]] : -1;
tuple.color = offsets[MeshStreams::Colors] >= 0 ? pSrcData[offsets[MeshStreams::Colors]] : -1;
tuple.uv = offsets[MeshStreams::UVs] >= 0 ? pSrcData[offsets[MeshStreams::UVs]] : -1;
tuple.uv2 = offsets[MeshStreams::UV2s] >= 0 ? pSrcData[offsets[MeshStreams::UV2s]] : -1;
tuple.dataVertex = tuple.vertex > -1 ? streams.points.getPoint3FValue(tuple.vertex) : Point3F::Max;
tuple.dataNormal = tuple.normal > -1 ? streams.normals.getPoint3FValue(tuple.normal) : Point3F::Max;
tuple.dataColor = tuple.color > -1 ? streams.colors.getColorIValue(tuple.color) : ColorI(0,0,0);
tuple.dataUV = tuple.uv > -1 ? streams.uvs.getPoint2FValue(tuple.uv) : Point2F::Max;
tuple.dataUV2 = tuple.uv2 > -1 ? streams.uv2s.getPoint2FValue(tuple.uv2) : Point2F::Max;
VertTupleMap::Iterator itr = tupleMap.find(tuple);
if (itr == tupleMap.end())
{
itr = tupleMap.insert(tuple, vertTuples.size());
vertTuples.push_back(tuple);
}
// Collada uses CCW for front face and Torque uses the opposite, so
// for normal (non-inverted) meshes, the indices are flipped.
if (appNode->invertMeshes)
dstIndex[v] = itr->value;
else
dstIndex[2 - v] = itr->value;
pSrcData += meshPrims[iPrim]->getStride();
}
dstIndex += 3;
}
}
for (S32 iPrim = 0; iPrim < meshPrims.size(); iPrim++)
delete meshPrims[iPrim];
}
void ColladaAppMesh::getVertexData(const domGeometry* geometry, F32 time, const MatrixF& objOffset,
Vector<Point3F>& v_points,
Vector<Point3F>& v_norms,
Vector<ColorI>& v_colors,
Vector<Point2F>& v_uvs,
Vector<Point2F>& v_uv2s,
bool appendValues)
{
if (!primitives.size())
return;
MeshStreams streams;
S32 lastPrimitive = -1;
ColladaAppMaterial* appMat = 0;
// Get the supported primitive elements for this geometry
Vector<BasePrimitive*> meshPrims;
const daeElementRefArray& contents = geometry->getMesh()->getContents();
for (S32 iElem = 0; iElem < contents.getCount(); iElem++) {
if (BasePrimitive::isSupportedPrimitive(contents[iElem]))
meshPrims.push_back(BasePrimitive::get(contents[iElem]));
}
// If appending values, pre-allocate the arrays
if (appendValues) {
v_points.setSize(v_points.size() + vertTuples.size());
v_uvs.setSize(v_uvs.size() + vertTuples.size());
}
// Get pointers to arrays
Point3F* points_array = &v_points[v_points.size() - vertTuples.size()];
Point2F* uvs_array = &v_uvs[v_uvs.size() - vertTuples.size()];
Point3F* norms_array = NULL;
ColorI* colors_array = NULL;
Point2F* uv2s_array = NULL;
for (S32 iVert = 0; iVert < vertTuples.size(); iVert++) {
const VertTuple& tuple = vertTuples[iVert];
// Change primitives?
if (tuple.prim != lastPrimitive) {
if (meshPrims.size() <= tuple.prim) {
daeErrorHandler::get()->handleError(avar("Failed to get vertex data "
"for %s. Primitives do not match base geometry.", geometry->getID()));
break;
}
// Update vertex/normal/UV streams and get the new material index
streams.reset();
streams.readInputs(meshPrims[tuple.prim]->getInputs());
S32 matIndex = addMaterial(meshPrims[tuple.prim]->getMaterial());
if (matIndex != TSDrawPrimitive::NoMaterial)
appMat = static_cast<ColladaAppMaterial*>(appMaterials[matIndex]);
else
appMat = 0;
lastPrimitive = tuple.prim;
}
// If we are NOT appending values, only set the value if it actually exists
// in the mesh data stream.
if (appendValues || ((tuple.vertex >= 0) && (tuple.vertex < streams.points.size()))) {
points_array[iVert] = streams.points.getPoint3FValue(tuple.vertex);
// Flip verts for inverted meshes
if (appNode->invertMeshes)
points_array[iVert].z = -points_array[iVert].z;
objOffset.mulP(points_array[iVert]);
}
if (appendValues || ((tuple.uv >= 0) && (tuple.uv < streams.uvs.size()))) {
uvs_array[iVert] = streams.uvs.getPoint2FValue(tuple.uv);
if (appMat && appMat->effectExt)
appMat->effectExt->applyTextureTransform(uvs_array[iVert], time);
uvs_array[iVert].y = 1.0f - uvs_array[iVert].y; // Collada texcoords are upside down compared to TGE
}
// The rest is non-required data... if it doesn't exist then don't append it.
if ( (tuple.normal >= 0) && (tuple.normal < streams.normals.size()) ) {
if ( !norms_array && iVert == 0 )
{
v_norms.setSize(v_norms.size() + vertTuples.size());
norms_array = &v_norms[v_norms.size() - vertTuples.size()];
}
if ( norms_array ) {
norms_array[iVert] = streams.normals.getPoint3FValue(tuple.normal);
// Flip normals for inverted meshes
if (appNode->invertMeshes)
norms_array[iVert].z = -norms_array[iVert].z;
}
}
if ( (tuple.color >= 0) && (tuple.color < streams.colors.size()))
{
if ( !colors_array && iVert == 0 )
{
v_colors.setSize(v_colors.size() + vertTuples.size());
colors_array = &v_colors[v_colors.size() - vertTuples.size()];
}
if ( colors_array )
colors_array[iVert] = streams.colors.getColorIValue(tuple.color);
}
if ( (tuple.uv2 >= 0) && (tuple.uv2 < streams.uv2s.size()) )
{
if ( !uv2s_array && iVert == 0 )
{
v_uv2s.setSize(v_uv2s.size() + vertTuples.size());
uv2s_array = &v_uv2s[v_uv2s.size() - vertTuples.size()];
}
if ( uv2s_array )
{
uv2s_array[iVert] = streams.uv2s.getPoint2FValue(tuple.uv2);
if (appMat && appMat->effectExt)
appMat->effectExt->applyTextureTransform(uv2s_array[iVert], time);
uv2s_array[iVert].y = 1.0f - uv2s_array[iVert].y; // Collada texcoords are upside down compared to TGE
}
}
}
for (S32 iPrim = 0; iPrim < meshPrims.size(); iPrim++)
delete meshPrims[iPrim];
}
void ColladaAppMesh::getMorphVertexData(const domMorph* morph, F32 time, const MatrixF& objOffset,
Vector<Point3F>& v_points,
Vector<Point3F>& v_norms,
Vector<ColorI>& v_colors,
Vector<Point2F>& v_uvs,
Vector<Point2F>& v_uv2s)
{
// @todo: Could the base geometry (or any target geometry) also be a morph?
// Get the target geometries and weights (could be animated)
Vector<const domGeometry*> targetGeoms;
domListOfFloats targetWeights;
for (S32 iInput = 0; iInput < morph->getTargets()->getInput_array().getCount(); iInput++) {
const domInputLocal* input = morph->getTargets()->getInput_array()[iInput];
const domSource* source = daeSafeCast<domSource>(findInputSource(input));
if (dStrEqual(input->getSemantic(), "MORPH_TARGET")) {
// Get the morph targets
_SourceReader srcTargets;
srcTargets.initFromSource(source);
for (S32 iTarget = 0; iTarget < srcTargets.size(); iTarget++) {
// Lookup the element and add to the targets list
daeIDRef idref(srcTargets.getStringValue(iTarget));
idref.setContainer(morph->getDocument()->getDomRoot());
targetGeoms.push_back(daeSafeCast<domGeometry>(idref.getElement()));
}
}
else if (dStrEqual(input->getSemantic(), "MORPH_WEIGHT")) {
// Get the (possibly animated) morph weight
targetWeights = AnimatedFloatList(source->getFloat_array()).getValue(time);
}
}
// Check that we have a weight for each target
if (targetGeoms.size() != targetWeights.getCount())
{
domController* ctrl = daeSafeCast<domController>(const_cast<domMorph*>(morph)->getParent());
Con::warnf("Mismatched morph targets and weights in %s.", _GetNameOrId(ctrl));
// Set unused targets to zero weighting (unused weights are ignored)
while (targetGeoms.size() > targetWeights.getCount())
targetWeights.append(0.0f);
}
// Get the base geometry and vertex data
const domGeometry* baseGeometry = daeSafeCast<domGeometry>(morph->getSource().getElement());
if (!baseGeometry)
return;
getPrimitives(baseGeometry);
getVertexData(baseGeometry, time, objOffset, v_points, v_norms, v_colors, v_uvs, v_uv2s, true);
// Get pointers to the arrays of base geometry data
Point3F* points_array = &v_points[v_points.size() - vertTuples.size()];
Point3F* norms_array = &v_norms[v_norms.size() - vertTuples.size()];
Point2F* uvs_array = &v_uvs[v_uvs.size() - vertTuples.size()];
ColorI* colors_array = v_colors.size() ? &v_colors[v_colors.size() - vertTuples.size()] : 0;
Point2F* uv2s_array = v_uv2s.size() ? &v_uv2s[v_uv2s.size() - vertTuples.size()] : 0;
// Normalize base vertex data?
if (morph->getMethod() == MORPHMETHODTYPE_NORMALIZED) {
F32 weightSum = 0.0f;
for (S32 iWeight = 0; iWeight < targetWeights.getCount(); iWeight++) {
weightSum += targetWeights[iWeight];
}
// Result = Base*(1.0-w1-w2 ... -wN) + w1*Target1 + w2*Target2 ... + wN*TargetN
weightSum = mClampF(1.0f - weightSum, 0.0f, 1.0f);
for (S32 iVert = 0; iVert < vertTuples.size(); iVert++) {
points_array[iVert] *= weightSum;
norms_array[iVert] *= weightSum;
uvs_array[iVert] *= weightSum;
}
if (uv2s_array) {
for (S32 iVert = 0; iVert < vertTuples.size(); iVert++)
uv2s_array[iVert] *= weightSum;
}
}
// Interpolate using the target geometry and weights
for (S32 iTarget = 0; iTarget < targetGeoms.size(); iTarget++) {
// Ignore empty weights
if (targetWeights[iTarget] == 0.0f)
continue;
// Get target geometry data into temporary arrays
Vector<Point3F> targetPoints;
Vector<Point3F> targetNorms;
Vector<Point2F> targetUvs;
Vector<ColorI> targetColors;
Vector<Point2F> targetUv2s;
// Copy base geometry into target geometry (will be used if target does
// not define normals or uvs)
targetPoints.set(points_array, vertTuples.size());
targetNorms.set(norms_array, vertTuples.size());
targetUvs.set(uvs_array, vertTuples.size());
if (colors_array)
targetColors.set(colors_array, vertTuples.size());
if (uv2s_array)
targetUv2s.set(uv2s_array, vertTuples.size());
getVertexData(targetGeoms[iTarget], time, objOffset, targetPoints, targetNorms, targetColors, targetUvs, targetUv2s, false);
// Combine with base geometry
for (S32 iVert = 0; iVert < vertTuples.size(); iVert++) {
points_array[iVert] += targetPoints[iVert] * targetWeights[iTarget];
norms_array[iVert] += targetNorms[iVert] * targetWeights[iTarget];
uvs_array[iVert] += targetUvs[iVert] * targetWeights[iTarget];
}
if (uv2s_array) {
for (S32 iVert = 0; iVert < vertTuples.size(); iVert++)
uv2s_array[iVert] += targetUv2s[iVert] * targetWeights[iTarget];
}
if (colors_array) {
for (S32 iVert = 0; iVert < vertTuples.size(); iVert++)
colors_array[iVert] += targetColors[iVert] * (F32)targetWeights[iTarget];
}
}
}
void ColladaAppMesh::lockMesh(F32 t, const MatrixF& objOffset)
{
// Find the geometry element for this mesh. Could be one of 3 things:
// 1) a simple static mesh (Collada <geometry> element)
// 2) a simple morph (some combination of static meshes)
// 3) a skin (skin geometry could also be a morph!)
daeElement* geometry = 0;
if (instanceGeom) {
// Simple, static mesh
geometry = instanceGeom->getUrl().getElement();
}
else if (instanceCtrl) {
const domController* ctrl = daeSafeCast<domController>(instanceCtrl->getUrl().getElement());
if (!ctrl) {
daeErrorHandler::get()->handleWarning(avar("Failed to find <controller> "
"element for %s", getName()));
return;
}
else if (ctrl->getMorph()) {
// Morph controller
geometry = ctrl->getMorph();
}
else {
// Skinned mesh: source geometry could be static geometry or a morph controller.
geometry = ctrl->getSkin()->getSource().getElement();
if (geometry && geometry->getElementType() == COLLADA_TYPE::CONTROLLER)
geometry = daeSafeCast<domController>(geometry)->getMorph();
}
}
if (!geometry) {
daeErrorHandler::get()->handleWarning(avar("Failed to find source geometry "
"for %s", getName()));
return;
}
// Now get the vertex data at the specified time
if (geometry->getElementType() == COLLADA_TYPE::GEOMETRY) {
getPrimitives(daeSafeCast<domGeometry>(geometry));
getVertexData(daeSafeCast<domGeometry>(geometry), t, objOffset, points, normals, colors, uvs, uv2s, true);
}
else if (geometry->getElementType() == COLLADA_TYPE::MORPH) {
getMorphVertexData(daeSafeCast<domMorph>(geometry), t, objOffset, points, normals, colors, uvs, uv2s);
}
else {
daeErrorHandler::get()->handleWarning(avar("Unsupported geometry type "
"'<%s>' for %s", geometry->getElementName(), getName()));
}
}
void ColladaAppMesh::lookupSkinData()
{
// Only lookup skin data once
if (!isSkin() || weight.size())
return;
// Get the skin and vertex weight data
const domSkin* skin = daeSafeCast<domController>(instanceCtrl->getUrl().getElement())->getSkin();
const domSkin::domVertex_weights& weightIndices = *(skin->getVertex_weights());
const domListOfInts& weights_v = weightIndices.getV()->getValue();
const domListOfUInts& weights_vcount = weightIndices.getVcount()->getValue();
MeshStreams streams;
streams.readInputs(skin->getJoints()->getInput_array());
streams.readInputs(weightIndices.getInput_array());
MatrixF invObjOffset(objectOffset);
invObjOffset.inverse();
// Get the bind shape matrix
MatrixF bindShapeMatrix(true);
if (skin->getBind_shape_matrix())
bindShapeMatrix = vecToMatrixF<domMatrix>(skin->getBind_shape_matrix()->getValue());
bindShapeMatrix.mul(invObjOffset);
// Determine the offset into the vindices array for each vertex (since each
// vertex may have multiple [bone, weight] pairs in the array)
Vector<U32> vindicesOffset;
const domInt* vindices = (domInt*)weights_v.getRaw(0);
for (S32 iWeight = 0; iWeight < weights_vcount.getCount(); iWeight++) {
// Store the offset into the vindices array for this vertex
vindicesOffset.push_back(vindices - (domInt*)weights_v.getRaw(0));
vindices += (weights_vcount[iWeight]*2); // 2 indices [bone, weight] per vert
}
// Set vertex weights
bool tooManyWeightsWarning = false;
for (S32 iVert = 0; iVert < vertsPerFrame; iVert++) {
const domUint* vcount = (domUint*)weights_vcount.getRaw(0);
const domInt* vindices = (domInt*)weights_v.getRaw(0);
vindices += vindicesOffset[vertTuples[iVert].vertex];
S32 nonZeroWeightCount = 0;
for (S32 iWeight = 0; iWeight < vcount[vertTuples[iVert].vertex]; iWeight++) {
S32 bIndex = vindices[iWeight*2];
F32 bWeight = streams.weights.getFloatValue( vindices[iWeight*2 + 1] );
// Ignore empty weights
if ( bIndex < 0 || bWeight == 0 )
continue;
// Limit the number of weights per bone (keep the N largest influences)
if ( nonZeroWeightCount >= TSSkinMesh::BatchData::maxBonePerVert )
{
if (vcount[vertTuples[iVert].vertex] > TSSkinMesh::BatchData::maxBonePerVert)
{
if (!tooManyWeightsWarning)
{
tooManyWeightsWarning = true;
daeErrorHandler::get()->handleWarning(avar("At least one vertex has "
"too many bone weights. Limiting to the largest %d influences.",
TSSkinMesh::BatchData::maxBonePerVert));
}
}
// Too many weights => find and replace the smallest one
S32 minIndex = weight.size() - TSSkinMesh::BatchData::maxBonePerVert;
F32 minWeight = weight[minIndex];
for (S32 i = minIndex + 1; i < weight.size(); i++)
{
if (weight[i] < minWeight)
{
minWeight = weight[i];
minIndex = i;
}
}
boneIndex[minIndex] = bIndex;
weight[minIndex] = bWeight;
}
else
{
vertexIndex.push_back( iVert );
boneIndex.push_back( bIndex );
weight.push_back( bWeight );
nonZeroWeightCount++;
}
}
}
// Normalize vertex weights (force weights for each vert to sum to 1)
S32 iWeight = 0;
while (iWeight < weight.size()) {
// Find the last weight with the same vertex number, and sum all weights for
// that vertex
F32 invTotalWeight = 0;
S32 iLast;
for (iLast = iWeight; iLast < weight.size(); iLast++) {
if (vertexIndex[iLast] != vertexIndex[iWeight])
break;
invTotalWeight += weight[iLast];
}
// Then normalize the vertex weights
invTotalWeight = 1.0f / invTotalWeight;
for (; iWeight < iLast; iWeight++)
weight[iWeight] *= invTotalWeight;
}
// Add dummy AppNodes to allow Collada joints to be mapped to 3space nodes
bones.setSize(streams.joints.size());
initialTransforms.setSize(streams.joints.size());
for (S32 iJoint = 0; iJoint < streams.joints.size(); iJoint++)
{
const char* jointName = streams.joints.getStringValue(iJoint);
// Lookup the joint element
const domNode* joint = 0;
if (instanceCtrl->getSkeleton_array().getCount()) {
// Search for the node using the <skeleton> as the base element
for (S32 iSkel = 0; iSkel < instanceCtrl->getSkeleton_array().getCount(); iSkel++) {
xsAnyURI skeleton = instanceCtrl->getSkeleton_array()[iSkel]->getValue();
daeSIDResolver resolver(skeleton.getElement(), jointName);
joint = daeSafeCast<domNode>(resolver.getElement());
if (joint)
break;
}
}
else {
// Search for the node from the root level
daeSIDResolver resolver(skin->getDocument()->getDomRoot(), jointName);
joint = daeSafeCast<domNode>(resolver.getElement());
}
if (!joint) {
daeErrorHandler::get()->handleWarning(avar("Failed to find bone '%s', "
"defaulting to instance_controller parent node '%s'", jointName, appNode->getName()));
joint = appNode->getDomNode();
}
bones[iJoint] = new ColladaAppNode(joint);
initialTransforms[iJoint] = objectOffset;
// Bone scaling is generally ignored during import, since 3space only
// stores default node transform and rotation. Compensate for this by
// removing the scaling from the inverse bind transform as well
MatrixF invBind = streams.invBindMatrices.getMatrixFValue(iJoint);
if (!ColladaUtils::getOptions().ignoreNodeScale)
{
Point3F invScale = invBind.getScale();
invScale.x = invScale.x ? (1.0f / invScale.x) : 0;
invScale.y = invScale.y ? (1.0f / invScale.y) : 0;
invScale.z = invScale.z ? (1.0f / invScale.z) : 0;
initialTransforms[iJoint].scale(invScale);
}
// Inverted node coordinate spaces (negative scale factor) are corrected
// in ColladaAppNode::getNodeTransform, so need to apply the same operation
// here to match
if (m_matF_determinant(invBind) < 0.0f)
initialTransforms[iJoint].scale(Point3F(1, 1, -1));
initialTransforms[iJoint].mul(invBind);
initialTransforms[iJoint].mul(bindShapeMatrix);
}
}