irrlicht/source/Irrlicht/CB3DMeshWriter.cpp
cutealien 780eec5363 Improvements to B3D writer for speed, readability and handling of low framerate animations.
Thanks @JLouisB for the patch (For more info, see: http://irrlicht.sourceforge.net/forum/viewtopic.php?f=2&t=50067&start=15)

git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6108 dfc29bdd-3216-0410-991c-e03cc46cb475
2020-04-27 20:52:21 +00:00

538 lines
16 KiB
C++

// 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"
#include "irrMap.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<SB3dTexture> texs;
map<ITexture *, u32> 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<u32>(skinnedMesh->getFrameCount() * animationSpeedMultiplier);
file->write(&flags, 4);
file->write(&frames, 4);
file->write(&fps, 4);
}
// Write joints
core::array<ISkinnedMesh::SJoint*> 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<s32>(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<s32>(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<s32>(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<ISkinnedMesh*>(mesh);
}
return 0;
}
core::array<ISkinnedMesh::SJoint*> CB3DMeshWriter::getRootJoints(const ISkinnedMesh* mesh)
{
core::array<ISkinnedMesh::SJoint*> roots;
core::array<ISkinnedMesh::SJoint*> 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_