goat3d

annotate src/mesh.cc @ 30:0fe02696fb1e

yeeay, the max plugin works :)
author John Tsiombikas <nuclear@member.fsf.org>
date Sun, 29 Sep 2013 23:05:44 +0300
parents b35427826b60
children a5c5cec3cb88
rev   line source
nuclear@19 1 #include "goat3d_impl.h"
nuclear@1 2 #include "mesh.h"
nuclear@19 3 #include "openctm.h"
nuclear@19 4 #include "log.h"
nuclear@1 5
nuclear@1 6 Mesh::Mesh()
nuclear@1 7 {
nuclear@8 8 material = 0;
nuclear@1 9 }
nuclear@1 10
nuclear@19 11 bool Mesh::load(const char *fname)
nuclear@19 12 {
nuclear@19 13 CTMcontext ctm = ctmNewContext(CTM_IMPORT);
nuclear@19 14
nuclear@19 15 ctmLoad(ctm, fname);
nuclear@19 16 if(ctmGetError(ctm) != CTM_NONE) {
nuclear@19 17 logmsg(LOG_ERROR, "failed to load ctm mesh: %s\n", fname);
nuclear@19 18 ctmFreeContext(ctm);
nuclear@19 19 return false;
nuclear@19 20 }
nuclear@19 21
nuclear@19 22 int vnum = ctmGetInteger(ctm, CTM_VERTEX_COUNT);
nuclear@19 23 int fnum = ctmGetInteger(ctm, CTM_TRIANGLE_COUNT);
nuclear@19 24
nuclear@19 25 const CTMfloat *vertices = ctmGetFloatArray(ctm, CTM_VERTICES);
nuclear@19 26 if(!vertices) {
nuclear@19 27 logmsg(LOG_ERROR, "failed to load ctm mesh: %s: no vertices found!\n", fname);
nuclear@19 28 ctmFreeContext(ctm);
nuclear@19 29 return false;
nuclear@19 30 }
nuclear@19 31
nuclear@19 32 const CTMuint *indices = ctmGetIntegerArray(ctm, CTM_INDICES);
nuclear@19 33 if(!indices) {
nuclear@19 34 logmsg(LOG_ERROR, "failed to load ctm mesh: %s: no faces found!\n", fname);
nuclear@19 35 ctmFreeContext(ctm);
nuclear@19 36 return false;
nuclear@19 37 }
nuclear@19 38
nuclear@19 39 const CTMfloat *normals = ctmGetFloatArray(ctm, CTM_NORMALS);
nuclear@19 40 const CTMfloat *texcoords = ctmGetFloatArray(ctm, CTM_UV_MAP_1);
nuclear@19 41
nuclear@19 42 CTMenum tangent_id = ctmGetNamedAttribMap(ctm, "tangent");
nuclear@19 43 const CTMfloat *tangents = tangent_id ? ctmGetFloatArray(ctm, tangent_id) : 0;
nuclear@19 44
nuclear@19 45 CTMenum skinweight_id = ctmGetNamedAttribMap(ctm, "skin_weight");
nuclear@19 46 const CTMfloat *skinweights = skinweight_id ? ctmGetFloatArray(ctm, skinweight_id) : 0;
nuclear@19 47
nuclear@19 48 CTMenum skinmat_id = ctmGetNamedAttribMap(ctm, "skin_matrix");
nuclear@19 49 const CTMuint *skinmats = skinmat_id ? ctmGetIntegerArray(ctm, skinmat_id) : 0;
nuclear@19 50
nuclear@19 51 CTMenum color_id = ctmGetNamedAttribMap(ctm, "color");
nuclear@19 52 const CTMfloat *colors = color_id ? ctmGetFloatArray(ctm, color_id) : 0;
nuclear@19 53
nuclear@19 54 // now put everything we found into our vectors
nuclear@19 55 this->vertices = VECDATA(Vector3, vertices, vnum);
nuclear@19 56
nuclear@19 57 if(texcoords) {
nuclear@19 58 this->texcoords = VECDATA(Vector2, texcoords, vnum);
nuclear@19 59 }
nuclear@19 60 if(normals) {
nuclear@19 61 this->normals = VECDATA(Vector3, normals, vnum);
nuclear@19 62 }
nuclear@19 63 if(skinweights) {
nuclear@19 64 this->skin_weights = VECDATA(Vector4, skinweights, vnum);
nuclear@19 65 }
nuclear@19 66 if(colors) {
nuclear@19 67 this->colors = VECDATA(Vector4, colors, vnum);
nuclear@19 68 }
nuclear@19 69
nuclear@19 70 // the rest need converting
nuclear@19 71 if(tangents) {
nuclear@19 72 this->tangents.clear();
nuclear@19 73 this->tangents.resize(vnum);
nuclear@19 74
nuclear@19 75 for(int i=0; i<vnum; i++) {
nuclear@19 76 for(int j=0; j<3; j++) {
nuclear@19 77 this->tangents[i][j] = tangents[j];
nuclear@19 78 }
nuclear@19 79 tangents += 4;
nuclear@19 80 }
nuclear@19 81 }
nuclear@19 82 if(skinmats) {
nuclear@19 83 this->skin_matrices.clear();
nuclear@19 84 this->skin_matrices.resize(vnum);
nuclear@19 85
nuclear@19 86 for(int i=0; i<vnum; i++) {
nuclear@19 87 this->skin_matrices[i].x = skinmats[0];
nuclear@19 88 this->skin_matrices[i].y = skinmats[1];
nuclear@19 89 this->skin_matrices[i].z = skinmats[2];
nuclear@19 90 this->skin_matrices[i].w = skinmats[3];
nuclear@19 91 }
nuclear@19 92 }
nuclear@19 93
nuclear@19 94 // grab the face data
nuclear@19 95 this->faces.clear();
nuclear@19 96 this->faces.resize(fnum);
nuclear@19 97
nuclear@19 98 for(int i=0; i<fnum; i++) {
nuclear@19 99 for(int j=0; j<3; j++) {
nuclear@19 100 this->faces[i].v[j] = indices[j];
nuclear@19 101 }
nuclear@19 102 indices += 3;
nuclear@19 103 }
nuclear@19 104
nuclear@19 105
nuclear@19 106 ctmFreeContext(ctm);
nuclear@19 107 return true;
nuclear@19 108 }
nuclear@19 109
nuclear@19 110 bool Mesh::save(const char *fname) const
nuclear@19 111 {
nuclear@19 112 int vnum = (int)vertices.size();
nuclear@30 113 int fnum = (int)faces.size();
nuclear@30 114
nuclear@30 115 if(!vnum || !fnum) {
nuclear@30 116 return false;
nuclear@30 117 }
nuclear@19 118
nuclear@19 119 CTMcontext ctm = ctmNewContext(CTM_EXPORT);
nuclear@19 120
nuclear@19 121 // vertices, normals, and face-vertex indices
nuclear@30 122 ctmDefineMesh(ctm, &vertices[0].x, vnum, (CTMuint*)faces[0].v, fnum,
nuclear@19 123 normals.empty() ? 0 : &normals[0].x);
nuclear@19 124
nuclear@19 125 // texture coordinates
nuclear@19 126 if(!texcoords.empty()) {
nuclear@19 127 ctmAddUVMap(ctm, &texcoords[0].x, "texcoord", 0);
nuclear@19 128 }
nuclear@19 129
nuclear@19 130 // vertex colors
nuclear@19 131 if(!colors.empty()) {
nuclear@19 132 ctmAddAttribMap(ctm, &colors[0].x, "color");
nuclear@19 133 }
nuclear@19 134
nuclear@19 135 // skin weights
nuclear@19 136 if(!skin_weights.empty()) {
nuclear@19 137 ctmAddAttribMap(ctm, &skin_weights[0].x, "skin_weight");
nuclear@19 138 }
nuclear@19 139
nuclear@19 140 // if either of the non-float4 attributes are present we need to make a tmp array
nuclear@19 141 CTMfloat *attr_array = 0;
nuclear@19 142 if(!tangents.empty() || !skin_matrices.empty()) {
nuclear@19 143 attr_array = new CTMfloat[vnum * 4 * sizeof *attr_array];
nuclear@19 144 }
nuclear@19 145
nuclear@19 146 // tangents
nuclear@19 147 if(!tangents.empty()) {
nuclear@19 148 CTMfloat *ptr = attr_array;
nuclear@19 149
nuclear@19 150 for(int i=0; i<vnum; i++) {
nuclear@19 151 *ptr++ = tangents[i].x;
nuclear@19 152 *ptr++ = tangents[i].y;
nuclear@19 153 *ptr++ = tangents[i].z;
nuclear@19 154 *ptr++ = 1.0;
nuclear@19 155 }
nuclear@19 156 ctmAddAttribMap(ctm, attr_array, "tangent");
nuclear@19 157 }
nuclear@19 158
nuclear@19 159 // skin matrix indices (4 per vertex)
nuclear@19 160 if(!skin_matrices.empty()) {
nuclear@19 161 CTMfloat *ptr = attr_array;
nuclear@19 162
nuclear@19 163 for(int i=0; i<vnum; i++) {
nuclear@19 164 *ptr++ = (float)skin_matrices[i].x;
nuclear@19 165 *ptr++ = (float)skin_matrices[i].y;
nuclear@19 166 *ptr++ = (float)skin_matrices[i].z;
nuclear@19 167 *ptr++ = (float)skin_matrices[i].w;
nuclear@19 168 }
nuclear@19 169 ctmAddAttribMap(ctm, attr_array, "skin_matrix");
nuclear@19 170 }
nuclear@19 171
nuclear@19 172 delete [] attr_array;
nuclear@19 173
nuclear@19 174 /* TODO find a way to specify the nodes participating in the skinning of this mesh
nuclear@19 175 * probably in the comment field?
nuclear@19 176 */
nuclear@19 177
nuclear@19 178 logmsg(LOG_INFO, "saving CTM mesh file: %s\n", fname);
nuclear@19 179 ctmSave(ctm, fname);
nuclear@19 180
nuclear@19 181 ctmFreeContext(ctm);
nuclear@19 182 return true;
nuclear@19 183 }
nuclear@19 184
nuclear@8 185 void Mesh::set_material(Material *mat)
nuclear@1 186 {
nuclear@8 187 material = mat;
nuclear@1 188 }
nuclear@1 189
nuclear@8 190 Material *Mesh::get_material()
nuclear@1 191 {
nuclear@8 192 return material;
nuclear@1 193 }
nuclear@1 194
nuclear@8 195 const Material *Mesh::get_material() const
nuclear@1 196 {
nuclear@8 197 return material;
nuclear@1 198 }