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@47
|
6 using namespace g3dimpl;
|
nuclear@47
|
7
|
nuclear@40
|
8 Int4::Int4()
|
nuclear@40
|
9 {
|
nuclear@40
|
10 x = y = z = w = 0;
|
nuclear@40
|
11 }
|
nuclear@40
|
12
|
nuclear@40
|
13 Int4::Int4(int x, int y, int z, int w)
|
nuclear@40
|
14 {
|
nuclear@40
|
15 this->x = x;
|
nuclear@40
|
16 this->y = y;
|
nuclear@40
|
17 this->z = z;
|
nuclear@40
|
18 this->w = w;
|
nuclear@40
|
19 }
|
nuclear@40
|
20
|
nuclear@1
|
21 Mesh::Mesh()
|
nuclear@1
|
22 {
|
nuclear@8
|
23 material = 0;
|
nuclear@1
|
24 }
|
nuclear@1
|
25
|
nuclear@19
|
26 bool Mesh::load(const char *fname)
|
nuclear@19
|
27 {
|
nuclear@19
|
28 CTMcontext ctm = ctmNewContext(CTM_IMPORT);
|
nuclear@19
|
29
|
nuclear@19
|
30 ctmLoad(ctm, fname);
|
nuclear@19
|
31 if(ctmGetError(ctm) != CTM_NONE) {
|
nuclear@19
|
32 logmsg(LOG_ERROR, "failed to load ctm mesh: %s\n", fname);
|
nuclear@19
|
33 ctmFreeContext(ctm);
|
nuclear@19
|
34 return false;
|
nuclear@19
|
35 }
|
nuclear@19
|
36
|
nuclear@19
|
37 int vnum = ctmGetInteger(ctm, CTM_VERTEX_COUNT);
|
nuclear@19
|
38 int fnum = ctmGetInteger(ctm, CTM_TRIANGLE_COUNT);
|
nuclear@19
|
39
|
nuclear@19
|
40 const CTMfloat *vertices = ctmGetFloatArray(ctm, CTM_VERTICES);
|
nuclear@19
|
41 if(!vertices) {
|
nuclear@19
|
42 logmsg(LOG_ERROR, "failed to load ctm mesh: %s: no vertices found!\n", fname);
|
nuclear@19
|
43 ctmFreeContext(ctm);
|
nuclear@19
|
44 return false;
|
nuclear@19
|
45 }
|
nuclear@19
|
46
|
nuclear@19
|
47 const CTMuint *indices = ctmGetIntegerArray(ctm, CTM_INDICES);
|
nuclear@19
|
48 if(!indices) {
|
nuclear@19
|
49 logmsg(LOG_ERROR, "failed to load ctm mesh: %s: no faces found!\n", fname);
|
nuclear@19
|
50 ctmFreeContext(ctm);
|
nuclear@19
|
51 return false;
|
nuclear@19
|
52 }
|
nuclear@19
|
53
|
nuclear@19
|
54 const CTMfloat *normals = ctmGetFloatArray(ctm, CTM_NORMALS);
|
nuclear@19
|
55 const CTMfloat *texcoords = ctmGetFloatArray(ctm, CTM_UV_MAP_1);
|
nuclear@19
|
56
|
nuclear@19
|
57 CTMenum tangent_id = ctmGetNamedAttribMap(ctm, "tangent");
|
nuclear@19
|
58 const CTMfloat *tangents = tangent_id ? ctmGetFloatArray(ctm, tangent_id) : 0;
|
nuclear@19
|
59
|
nuclear@19
|
60 CTMenum skinweight_id = ctmGetNamedAttribMap(ctm, "skin_weight");
|
nuclear@19
|
61 const CTMfloat *skinweights = skinweight_id ? ctmGetFloatArray(ctm, skinweight_id) : 0;
|
nuclear@19
|
62
|
nuclear@19
|
63 CTMenum skinmat_id = ctmGetNamedAttribMap(ctm, "skin_matrix");
|
nuclear@19
|
64 const CTMuint *skinmats = skinmat_id ? ctmGetIntegerArray(ctm, skinmat_id) : 0;
|
nuclear@19
|
65
|
nuclear@19
|
66 CTMenum color_id = ctmGetNamedAttribMap(ctm, "color");
|
nuclear@19
|
67 const CTMfloat *colors = color_id ? ctmGetFloatArray(ctm, color_id) : 0;
|
nuclear@19
|
68
|
nuclear@19
|
69 // now put everything we found into our vectors
|
nuclear@19
|
70 this->vertices = VECDATA(Vector3, vertices, vnum);
|
nuclear@19
|
71
|
nuclear@19
|
72 if(texcoords) {
|
nuclear@19
|
73 this->texcoords = VECDATA(Vector2, texcoords, vnum);
|
nuclear@19
|
74 }
|
nuclear@19
|
75 if(normals) {
|
nuclear@19
|
76 this->normals = VECDATA(Vector3, normals, vnum);
|
nuclear@19
|
77 }
|
nuclear@19
|
78 if(skinweights) {
|
nuclear@19
|
79 this->skin_weights = VECDATA(Vector4, skinweights, vnum);
|
nuclear@19
|
80 }
|
nuclear@19
|
81 if(colors) {
|
nuclear@19
|
82 this->colors = VECDATA(Vector4, colors, vnum);
|
nuclear@19
|
83 }
|
nuclear@19
|
84
|
nuclear@19
|
85 // the rest need converting
|
nuclear@19
|
86 if(tangents) {
|
nuclear@19
|
87 this->tangents.clear();
|
nuclear@19
|
88 this->tangents.resize(vnum);
|
nuclear@19
|
89
|
nuclear@19
|
90 for(int i=0; i<vnum; i++) {
|
nuclear@19
|
91 for(int j=0; j<3; j++) {
|
nuclear@19
|
92 this->tangents[i][j] = tangents[j];
|
nuclear@19
|
93 }
|
nuclear@19
|
94 tangents += 4;
|
nuclear@19
|
95 }
|
nuclear@19
|
96 }
|
nuclear@19
|
97 if(skinmats) {
|
nuclear@19
|
98 this->skin_matrices.clear();
|
nuclear@19
|
99 this->skin_matrices.resize(vnum);
|
nuclear@19
|
100
|
nuclear@19
|
101 for(int i=0; i<vnum; i++) {
|
nuclear@19
|
102 this->skin_matrices[i].x = skinmats[0];
|
nuclear@19
|
103 this->skin_matrices[i].y = skinmats[1];
|
nuclear@19
|
104 this->skin_matrices[i].z = skinmats[2];
|
nuclear@19
|
105 this->skin_matrices[i].w = skinmats[3];
|
nuclear@19
|
106 }
|
nuclear@19
|
107 }
|
nuclear@19
|
108
|
nuclear@19
|
109 // grab the face data
|
nuclear@19
|
110 this->faces.clear();
|
nuclear@19
|
111 this->faces.resize(fnum);
|
nuclear@19
|
112
|
nuclear@19
|
113 for(int i=0; i<fnum; i++) {
|
nuclear@19
|
114 for(int j=0; j<3; j++) {
|
nuclear@19
|
115 this->faces[i].v[j] = indices[j];
|
nuclear@19
|
116 }
|
nuclear@19
|
117 indices += 3;
|
nuclear@19
|
118 }
|
nuclear@19
|
119
|
nuclear@19
|
120
|
nuclear@19
|
121 ctmFreeContext(ctm);
|
nuclear@19
|
122 return true;
|
nuclear@19
|
123 }
|
nuclear@19
|
124
|
nuclear@19
|
125 bool Mesh::save(const char *fname) const
|
nuclear@19
|
126 {
|
nuclear@19
|
127 int vnum = (int)vertices.size();
|
nuclear@30
|
128 int fnum = (int)faces.size();
|
nuclear@30
|
129
|
nuclear@30
|
130 if(!vnum || !fnum) {
|
nuclear@30
|
131 return false;
|
nuclear@30
|
132 }
|
nuclear@19
|
133
|
nuclear@19
|
134 CTMcontext ctm = ctmNewContext(CTM_EXPORT);
|
nuclear@19
|
135
|
nuclear@19
|
136 // vertices, normals, and face-vertex indices
|
nuclear@30
|
137 ctmDefineMesh(ctm, &vertices[0].x, vnum, (CTMuint*)faces[0].v, fnum,
|
nuclear@19
|
138 normals.empty() ? 0 : &normals[0].x);
|
nuclear@19
|
139
|
nuclear@19
|
140 // texture coordinates
|
nuclear@19
|
141 if(!texcoords.empty()) {
|
nuclear@19
|
142 ctmAddUVMap(ctm, &texcoords[0].x, "texcoord", 0);
|
nuclear@19
|
143 }
|
nuclear@19
|
144
|
nuclear@19
|
145 // vertex colors
|
nuclear@19
|
146 if(!colors.empty()) {
|
nuclear@19
|
147 ctmAddAttribMap(ctm, &colors[0].x, "color");
|
nuclear@19
|
148 }
|
nuclear@19
|
149
|
nuclear@19
|
150 // skin weights
|
nuclear@19
|
151 if(!skin_weights.empty()) {
|
nuclear@19
|
152 ctmAddAttribMap(ctm, &skin_weights[0].x, "skin_weight");
|
nuclear@19
|
153 }
|
nuclear@19
|
154
|
nuclear@19
|
155 // if either of the non-float4 attributes are present we need to make a tmp array
|
nuclear@19
|
156 CTMfloat *attr_array = 0;
|
nuclear@19
|
157 if(!tangents.empty() || !skin_matrices.empty()) {
|
nuclear@19
|
158 attr_array = new CTMfloat[vnum * 4 * sizeof *attr_array];
|
nuclear@19
|
159 }
|
nuclear@19
|
160
|
nuclear@19
|
161 // tangents
|
nuclear@19
|
162 if(!tangents.empty()) {
|
nuclear@19
|
163 CTMfloat *ptr = attr_array;
|
nuclear@19
|
164
|
nuclear@19
|
165 for(int i=0; i<vnum; i++) {
|
nuclear@19
|
166 *ptr++ = tangents[i].x;
|
nuclear@19
|
167 *ptr++ = tangents[i].y;
|
nuclear@19
|
168 *ptr++ = tangents[i].z;
|
nuclear@19
|
169 *ptr++ = 1.0;
|
nuclear@19
|
170 }
|
nuclear@19
|
171 ctmAddAttribMap(ctm, attr_array, "tangent");
|
nuclear@19
|
172 }
|
nuclear@19
|
173
|
nuclear@19
|
174 // skin matrix indices (4 per vertex)
|
nuclear@19
|
175 if(!skin_matrices.empty()) {
|
nuclear@19
|
176 CTMfloat *ptr = attr_array;
|
nuclear@19
|
177
|
nuclear@19
|
178 for(int i=0; i<vnum; i++) {
|
nuclear@19
|
179 *ptr++ = (float)skin_matrices[i].x;
|
nuclear@19
|
180 *ptr++ = (float)skin_matrices[i].y;
|
nuclear@19
|
181 *ptr++ = (float)skin_matrices[i].z;
|
nuclear@19
|
182 *ptr++ = (float)skin_matrices[i].w;
|
nuclear@19
|
183 }
|
nuclear@19
|
184 ctmAddAttribMap(ctm, attr_array, "skin_matrix");
|
nuclear@19
|
185 }
|
nuclear@19
|
186
|
nuclear@19
|
187 delete [] attr_array;
|
nuclear@19
|
188
|
nuclear@19
|
189 /* TODO find a way to specify the nodes participating in the skinning of this mesh
|
nuclear@19
|
190 * probably in the comment field?
|
nuclear@19
|
191 */
|
nuclear@19
|
192
|
nuclear@19
|
193 logmsg(LOG_INFO, "saving CTM mesh file: %s\n", fname);
|
nuclear@19
|
194 ctmSave(ctm, fname);
|
nuclear@19
|
195
|
nuclear@19
|
196 ctmFreeContext(ctm);
|
nuclear@19
|
197 return true;
|
nuclear@19
|
198 }
|
nuclear@19
|
199
|
nuclear@8
|
200 void Mesh::set_material(Material *mat)
|
nuclear@1
|
201 {
|
nuclear@8
|
202 material = mat;
|
nuclear@1
|
203 }
|
nuclear@1
|
204
|
nuclear@8
|
205 Material *Mesh::get_material()
|
nuclear@1
|
206 {
|
nuclear@8
|
207 return material;
|
nuclear@1
|
208 }
|
nuclear@1
|
209
|
nuclear@8
|
210 const Material *Mesh::get_material() const
|
nuclear@1
|
211 {
|
nuclear@8
|
212 return material;
|
nuclear@1
|
213 }
|