// Copyright (C) 2014 Lauri Kasanen // This file is part of the "Irrlicht Engine". // For conditions of distribution and use, see copyright notice in irrlicht.h // TODO: replace printf's by logging messages #include "IrrCompileConfig.h" #ifdef _IRR_COMPILE_WITH_B3D_WRITER_ #include "CB3DMeshWriter.h" #include "os.h" #include "ISkinnedMesh.h" #include "IMeshBuffer.h" #include "IWriteFile.h" #include "ITexture.h" namespace irr { namespace scene { using namespace core; using namespace video; CB3DMeshWriter::CB3DMeshWriter() { #ifdef _DEBUG setDebugName("CB3DMeshWriter"); #endif } //! Returns the type of the mesh writer EMESH_WRITER_TYPE CB3DMeshWriter::getType() const { return EMWT_B3D; } //! writes a mesh bool CB3DMeshWriter::writeMesh(io::IWriteFile* file, IMesh* const mesh, s32 flags) { if (!file || !mesh) return false; #ifdef __BIG_ENDIAN__ os::Printer::log("B3D export does not support big-endian systems.", ELL_ERROR); return false; #endif file->write("BB3D", 4); file->write("size", 4); // BB3D chunk size, updated later const u32 version = 1; file->write(&version, 4); // const u32 numMeshBuffers = mesh->getMeshBufferCount(); array texs; std::map tex2id; // TODO: texture pointer as key not sufficient as same texture can have several id's u32 texsizes = 0; for (u32 i = 0; i < numMeshBuffers; i++) { const IMeshBuffer * const mb = mesh->getMeshBuffer(i); const SMaterial &mat = mb->getMaterial(); for (u32 j = 0; j < MATERIAL_MAX_TEXTURES; j++) { if (mat.getTexture(j)) { SB3dTexture t; t.TextureName = core::stringc(mat.getTexture(j)->getName().getPath()); // TODO: need some description of Blitz3D texture-flags to figure this out. But Blend should likely depend on material-type. t.Flags = j == 2 ? 65536 : 1; t.Blend = 2; // TODO: evaluate texture matrix t.Xpos = 0; t.Ypos = 0; t.Xscale = 1; t.Yscale = 1; t.Angle = 0; texs.push_back(t); texsizes += 7*4 + t.TextureName.size() + 1; tex2id[mat.getTexture(j)] = texs.size() - 1; } } } file->write("TEXS", 4); file->write(&texsizes, 4); u32 numTexture = texs.size(); for (u32 i = 0; i < numTexture; i++) { file->write(texs[i].TextureName.c_str(), texs[i].TextureName.size() + 1); file->write(&texs[i].Flags, 7*4); } // file->write("BRUS", 4); const u32 brushSizeAdress = file->getPos(); file->write(&brushSizeAdress, 4); // BRUSH chunk size, updated later const u32 usedtex = MATERIAL_MAX_TEXTURES; file->write(&usedtex, 4); for (u32 i = 0; i < numMeshBuffers; i++) { const IMeshBuffer * const mb = mesh->getMeshBuffer(i); const SMaterial &mat = mb->getMaterial(); file->write("", 1); float f = 1; file->write(&f, 4); file->write(&f, 4); file->write(&f, 4); file->write(&f, 4); f = 0; file->write(&f, 4); u32 tmp = 1; file->write(&tmp, 4); tmp = 0; file->write(&tmp, 4); for (u32 j = 0; j < MATERIAL_MAX_TEXTURES; j++) { s32 id = -1; if (mat.getTexture(j)) { id = tex2id[mat.getTexture(j)]; } file->write(&id, 4); } } writeSizeFrom(file, brushSizeAdress+4, brushSizeAdress); // BRUSH chunk size file->write("NODE", 4); u32 nodeSizeAdress = file->getPos(); file->write(&nodeSizeAdress, 4); // NODE chunk size, updated later // Node file->write("", 1); // position writeVector3(file, core::vector3df(0.f, 0.f, 0.f)); // scale writeVector3(file, core::vector3df(1.f, 1.f, 1.f)); // rotation writeQuaternion(file, core::quaternion(0.f, 0.f, 0.f, 1.f)); // Mesh file->write("MESH", 4); const u32 meshSizeAdress = file->getPos(); file->write(&meshSizeAdress, 4); // MESH chunk size, updated later s32 brushID = -1; file->write(&brushID, 4); // Verts file->write("VRTS", 4); const u32 verticesSizeAdress = file->getPos(); file->write(&verticesSizeAdress, 4); u32 flagsB3D = 3; // 1=normal values present, 2=rgba values present file->write(&flagsB3D, 4); const u32 texcoordsCount = getUVlayerCount(mesh); file->write(&texcoordsCount, 4); flagsB3D = 2; file->write(&flagsB3D, 4); for (u32 i = 0; i < numMeshBuffers; i++) { const IMeshBuffer * const mb = mesh->getMeshBuffer(i); const u32 numVertices = mb->getVertexCount(); for (u32 j = 0; j < numVertices; j++) { const vector3df &pos = mb->getPosition(j); writeVector3(file, pos); const vector3df &n = mb->getNormal(j); writeVector3(file, n); switch (mb->getVertexType()) { case EVT_STANDARD: { S3DVertex *v = (S3DVertex *) mb->getVertices(); const SColorf col(v[j].Color); writeColor(file, col); const core::vector2df uv1 = v[j].TCoords; writeVector2(file, uv1); if (texcoordsCount == 2) { writeVector2(file, core::vector2df(0.f, 0.f)); } } break; case EVT_2TCOORDS: { S3DVertex2TCoords *v = (S3DVertex2TCoords *) mb->getVertices(); const SColorf col(v[j].Color); writeColor(file, col); const core::vector2df uv1 = v[j].TCoords; writeVector2(file, uv1); const core::vector2df uv2 = v[j].TCoords; writeVector2(file, uv2); } break; case EVT_TANGENTS: { S3DVertexTangents *v = (S3DVertexTangents *) mb->getVertices(); const SColorf col(v[j].Color); writeColor(file, col); const core::vector2df uv1 = v[j].TCoords; writeVector2(file, uv1); if (texcoordsCount == 2) { writeVector2(file, core::vector2df(0.f, 0.f)); } } break; } } } writeSizeFrom(file, verticesSizeAdress+4, verticesSizeAdress); // VERT chunk size u32 currentMeshBufferIndex = 0; // Tris for (u32 i = 0; i < numMeshBuffers; i++) { const IMeshBuffer * const mb = mesh->getMeshBuffer(i); file->write("TRIS", 4); const u32 trisSizeAdress = file->getPos(); file->write(&trisSizeAdress, 4); // TRIS chunk size, updated later file->write(&i, 4); u32 numIndices = mb->getIndexCount(); const u16 * const idx = (u16 *) mb->getIndices(); for (u32 j = 0; j < numIndices; j += 3) { u32 tmp = idx[j] + currentMeshBufferIndex; file->write(&tmp, sizeof(u32)); tmp = idx[j + 1] + currentMeshBufferIndex; file->write(&tmp, sizeof(u32)); tmp = idx[j + 2] + currentMeshBufferIndex; file->write(&tmp, sizeof(u32)); } writeSizeFrom(file, trisSizeAdress+4, trisSizeAdress); // TRIS chunk size currentMeshBufferIndex += mb->getVertexCount(); } writeSizeFrom(file, meshSizeAdress+4, meshSizeAdress); // MESH chunk size if(ISkinnedMesh *skinnedMesh = getSkinned(mesh)) { // Write animation data f32 animationSpeedMultiplier = 1.f; if (!skinnedMesh->isStatic()) { file->write("ANIM", 4); const u32 animsize = 12; file->write(&animsize, 4); const u32 flags = 0; f32 fps = skinnedMesh->getAnimationSpeed(); /* B3D file format use integer as keyframe, so there is some potential issues if the model use float as keyframe (Irrlicht use float) with a low animation FPS value So we define a minimum animation FPS value to multiply the frame and FPS value if the FPS of the animation is too low to store the keyframe with integers */ const int minimumAnimationFPS = 60; if (fps < minimumAnimationFPS) { animationSpeedMultiplier = minimumAnimationFPS / fps; fps = minimumAnimationFPS; } const u32 frames = static_cast(skinnedMesh->getFrameCount() * animationSpeedMultiplier); file->write(&flags, 4); file->write(&frames, 4); file->write(&fps, 4); } // Write joints core::array rootJoints = getRootJoints(skinnedMesh); for (u32 i = 0; i < rootJoints.size(); i++) { writeJointChunk(file, skinnedMesh, rootJoints[i], animationSpeedMultiplier); } } writeSizeFrom(file, nodeSizeAdress+4, nodeSizeAdress); // Node chunk size writeSizeFrom(file, 8, 4); // BB3D chunk size return true; } void CB3DMeshWriter::writeJointChunk(io::IWriteFile* file, ISkinnedMesh* mesh, ISkinnedMesh::SJoint* joint, f32 animationSpeedMultiplier) { // Node file->write("NODE", 4); const u32 nodeSizeAdress = file->getPos(); file->write(&nodeSizeAdress, 4); core::stringc name = joint->Name; file->write(name.c_str(), name.size()); file->write("", 1); // Position const core::vector3df pos = joint->Animatedposition; writeVector3(file, pos); // Scale core::vector3df scale = joint->Animatedscale; if (scale == core::vector3df(0, 0, 0)) scale = core::vector3df(1, 1, 1); writeVector3(file, scale); // Rotation const core::quaternion quat = joint->Animatedrotation; writeQuaternion(file, quat); // Bone file->write("BONE", 4); u32 bonesize = 8 * joint->Weights.size(); file->write(&bonesize, 4); // Skinning ------------------ for (u32 i = 0; i < joint->Weights.size(); i++) { const u32 vertexID = joint->Weights[i].vertex_id; const u32 bufferID = joint->Weights[i].buffer_id; const f32 weight = joint->Weights[i].strength; u32 b3dVertexID = vertexID; for (u32 j = 0; j < bufferID; j++) { b3dVertexID += mesh->getMeshBuffer(j)->getVertexCount(); } file->write(&b3dVertexID, 4); file->write(&weight, 4); } // --------------------------- f32 floatBuffer[5]; // Animation keys if (joint->PositionKeys.size()) { file->write("KEYS", 4); u32 keysSize = 4 * joint->PositionKeys.size() * 4; // X, Y and Z pos + frame keysSize += 4; // Flag to define the type of the key file->write(&keysSize, 4); u32 flag = 1; // 1 = flag for position keys file->write(&flag, 4); for (u32 i = 0; i < joint->PositionKeys.size(); i++) { const s32 frame = static_cast(joint->PositionKeys[i].frame * animationSpeedMultiplier); file->write(&frame, 4); const core::vector3df pos = joint->PositionKeys[i].position; pos.getAs3Values(floatBuffer); file->write(floatBuffer, 12); } } if (joint->RotationKeys.size()) { file->write("KEYS", 4); u32 keysSize = 4 * joint->RotationKeys.size() * 5; // W, X, Y and Z rot + frame keysSize += 4; // Flag file->write(&keysSize, 4); u32 flag = 4; file->write(&flag, 4); for (u32 i = 0; i < joint->RotationKeys.size(); i++) { const s32 frame = static_cast(joint->RotationKeys[i].frame * animationSpeedMultiplier); const core::quaternion rot = joint->RotationKeys[i].rotation; memcpy(floatBuffer, &frame, 4); floatBuffer[1] = rot.W; floatBuffer[2] = rot.X; floatBuffer[3] = rot.Y; floatBuffer[4] = rot.Z; file->write(floatBuffer, 20); } } if (joint->ScaleKeys.size()) { file->write("KEYS", 4); u32 keysSize = 4 * joint->ScaleKeys.size() * 4; // X, Y and Z scale + frame keysSize += 4; // Flag file->write(&keysSize, 4); u32 flag = 2; file->write(&flag, 4); for (u32 i = 0; i < joint->ScaleKeys.size(); i++) { const s32 frame = static_cast(joint->ScaleKeys[i].frame * animationSpeedMultiplier); file->write(&frame, 4); const core::vector3df scale = joint->ScaleKeys[i].scale; scale.getAs3Values(floatBuffer); file->write(floatBuffer, 12); } } for (u32 i = 0; i < joint->Children.size(); i++) { writeJointChunk(file, mesh, joint->Children[i], animationSpeedMultiplier); } writeSizeFrom(file, nodeSizeAdress+4, nodeSizeAdress); // NODE chunk size } ISkinnedMesh* CB3DMeshWriter::getSkinned (IMesh *mesh) { if (mesh->getMeshType() == EAMT_SKINNED) { return static_cast(mesh); } return 0; } core::array CB3DMeshWriter::getRootJoints(const ISkinnedMesh* mesh) { core::array roots; core::array allJoints = mesh->getAllJoints(); for (u32 i = 0; i < allJoints.size(); i++) { bool isRoot = true; ISkinnedMesh::SJoint* testedJoint = allJoints[i]; for (u32 j = 0; j < allJoints.size(); j++) { ISkinnedMesh::SJoint* testedJoint2 = allJoints[j]; for (u32 k = 0; k < testedJoint2->Children.size(); k++) { if (testedJoint == testedJoint2->Children[k]) isRoot = false; } } if (isRoot) roots.push_back(testedJoint); } return roots; } u32 CB3DMeshWriter::getUVlayerCount(IMesh* mesh) { const u32 numBeshBuffers = mesh->getMeshBufferCount(); for (u32 i = 0; i < numBeshBuffers; i++) { const IMeshBuffer * const mb = mesh->getMeshBuffer(i); if (mb->getVertexType() == EVT_2TCOORDS) { return 2; } } return 1; } void CB3DMeshWriter::writeVector2(io::IWriteFile* file, const core::vector2df& vec2) { f32 buffer[2] = {vec2.X, vec2.Y}; file->write(buffer, 8); } void CB3DMeshWriter::writeVector3(io::IWriteFile* file, const core::vector3df& vec3) { f32 buffer[3]; vec3.getAs3Values(buffer); file->write(buffer, 12); } void CB3DMeshWriter::writeQuaternion(io::IWriteFile* file, const core::quaternion& quat) { f32 buffer[4] = {quat.W, quat.X, quat.Y, quat.Z}; file->write(buffer, 16); } void CB3DMeshWriter::writeColor(io::IWriteFile* file, const video::SColorf& color) { f32 buffer[4] = {color.r, color.g, color.b, color.a}; file->write(buffer, 16); } // Write the size from a given position to current position at a specific position in the file void CB3DMeshWriter::writeSizeFrom(io::IWriteFile* file, const u32 from, const u32 adressToWrite) { const long back = file->getPos(); file->seek(adressToWrite); const u32 sizeToWrite = back - from; file->write(&sizeToWrite, 4); file->seek(back); } } // end namespace } // end namespace #endif // _IRR_COMPILE_WITH_B3D_WRITER_