diff --git a/code/nel/tools/3d/shape2obj/main.cpp b/code/nel/tools/3d/shape2obj/main.cpp new file mode 100644 index 000000000..91945bdb6 --- /dev/null +++ b/code/nel/tools/3d/shape2obj/main.cpp @@ -0,0 +1,668 @@ +// NeL - MMORPG Framework +// 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 . + +#include +#include +#include +#include +#include +#include +#include +#include +#include + +#include +#include + +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 " << 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 (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(shapeMesh); + + if (!mesh) return false; + + COFile ofile; + + CMeshMRMSkinnedGeom* meshIn = (CMeshMRMSkinnedGeom*)&mesh->getMeshGeom(); + + std::vector 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 vertexUsed; + // -1 means "not used" + vertexUsed.resize(skinWeights.size(), -1); + // Parse all triangles. + for(i=0;igetNbRdrPass(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;jgetNumIndexes(); ++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;jgetNumIndexes(); ++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 &geomorphs= meshIn->getGeomorphs(lodId); + for(i=0;i shadowVertices; + vector vertexToVSkin; + vertexToVSkin.resize(vertexUsed.size()); + shadowVertices.reserve(vertexUsed.size()); + // use a map to remove duplicates (because of UV/normal discontinuities before!!) + map shadowVertexMap; + uint numMerged= 0; + // Skip Geomorphs. + for(i=geomorphs.size();imaxW) + { + matId= sw.MatrixId[j]; + maxW= sw.Weights[j]; + } + } +// shadowVert.MatrixId= matId; +*/ + // If dont find the shadowVertex in the map. + map::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 shadowTriangles; + shadowTriangles.reserve(1000); + // Parse all input tri of the mesh. + for(i=0; igetNbRdrPass(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; jgetNumIndexes(); ++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; jgetNumIndexes(); ++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(shapeMesh); + + if (!mesh) return false; + + COFile ofile; + + CMeshMRMGeom* meshIn = (CMeshMRMGeom*)&mesh->getMeshGeom(); + + std::vector 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 vertexUsed; + // -1 means "not used" + vertexUsed.resize(skinWeights.size(), -1); + // Parse all triangles. + for(i=0;igetNbRdrPass(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;jgetNumIndexes(); ++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;jgetNumIndexes(); ++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 &geomorphs= meshIn->getGeomorphs(lodId); + for(i=0;i shadowVertices; + vector vertexToVSkin; + vertexToVSkin.resize(vertexUsed.size()); + shadowVertices.reserve(vertexUsed.size()); + // use a map to remove duplicates (because of UV/normal discontinuities before!!) + map shadowVertexMap; + uint numMerged= 0; + // Skip Geomorphs. + for(i=geomorphs.size();imaxW) + { + matId= sw.MatrixId[j]; + maxW= sw.Weights[j]; + } + } +// shadowVert.MatrixId= matId; +*/ + // If dont find the shadowVertex in the map. + map::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 shadowTriangles; + shadowTriangles.reserve(1000); + // Parse all input tri of the mesh. + for(i=0; igetNbRdrPass(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; jgetNumIndexes(); ++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; jgetNumIndexes(); ++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(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 vertices; + meshIn->retrieveVertices(vertices); + + std::vector indices; + meshIn->retrieveTriangles(indices); + + + // **** For all vertices used (not geomorphs), compute vertex Skins. + vector shadowVertices; + vector vertexToVSkin; + vertexToVSkin.resize(indices.size()); + shadowVertices.reserve(indices.size()); + // use a map to remove duplicates (because of UV/normal discontinuities before!!) + map shadowVertexMap; + uint numMerged= 0; + // Skip Geomorphs. + for(i=0;imaxW) + { + matId= sw.MatrixId[j]; + maxW= sw.Weights[j]; + } + } + + // If dont find the shadowVertex in the map. + map::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 shadowTriangles; + shadowTriangles.reserve(1000); + // Parse all input tri of the mesh. + for(i=0; igetNbRdrPass(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; jgetNumIndexes(); ++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; jgetNumIndexes(); ++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