goat3d

diff converters/ass2goat/src/main.c @ 64:99715321ad6d

merged
author John Tsiombikas <nuclear@member.fsf.org>
date Thu, 17 Apr 2014 08:53:42 +0300
parents ca549434dc95
children
line diff
     1.1 --- a/converters/ass2goat/src/main.c	Thu Apr 17 08:50:36 2014 +0300
     1.2 +++ b/converters/ass2goat/src/main.c	Thu Apr 17 08:53:42 2014 +0300
     1.3 @@ -5,28 +5,52 @@
     1.4  #include "assimp/postprocess.h"
     1.5  #include "assimp/scene.h"
     1.6  
     1.7 -int convert(const char *infname, const char *outfname);
     1.8 +enum {
     1.9 +	CONV_SCENE,
    1.10 +	CONV_ANIM
    1.11 +};
    1.12 +
    1.13 +int convert(const char *infname);
    1.14 +int convert_anim(const char *infname);
    1.15  void process_material(struct goat3d_material *mtl, struct aiMaterial *aimtl);
    1.16 +void process_mesh(struct goat3d *goat, struct goat3d_mesh *mesh, struct aiMesh *aimesh);
    1.17  void process_node(struct goat3d *goat, struct goat3d_node *parent, struct aiNode *ainode);
    1.18 +int process_anim(struct goat3d *goat, struct aiAnimation *aianim);
    1.19 +static int output_filename(char *buf, int bufsz, const char *fname, const char *suffix);
    1.20 +static long assimp_time(const struct aiAnimation *anim, double aitime);
    1.21  
    1.22  int main(int argc, char **argv)
    1.23  {
    1.24  	int i, num_done = 0;
    1.25 +	int conv_targ = CONV_SCENE;
    1.26  
    1.27  	for(i=1; i<argc; i++) {
    1.28  		if(argv[i][0] == '-') {
    1.29 +			if(argv[i][2] != 0) {
    1.30 +				fprintf(stderr, "invalid option: %s\n", argv[i]);
    1.31 +				return 1;
    1.32 +			}
    1.33 +
    1.34 +			switch(argv[i][1]) {
    1.35 +			case 'a':
    1.36 +				conv_targ = CONV_ANIM;
    1.37 +				break;
    1.38 +
    1.39 +			case 's':
    1.40 +				conv_targ = CONV_SCENE;
    1.41 +				break;
    1.42 +
    1.43 +			default:
    1.44 +				fprintf(stderr, "invalid option: %s\n", argv[i]);
    1.45 +				return 1;
    1.46 +			}
    1.47 +
    1.48  		} else {
    1.49 -			char *lastdot;
    1.50 -			char *outfname = malloc(strlen(argv[i]) + 4);
    1.51 -			strcpy(outfname, argv[i]);
    1.52 -
    1.53 -			if((lastdot = strrchr(outfname, '.'))) {
    1.54 -				*lastdot = 0;
    1.55 +			if(conv_targ == CONV_SCENE) {
    1.56 +				convert(argv[i]);
    1.57 +			} else {
    1.58 +				convert_anim(argv[i]);
    1.59  			}
    1.60 -			strcat(outfname, ".xml");
    1.61 -
    1.62 -			printf("converting %s -> %s\n", argv[i], outfname);
    1.63 -			convert(argv[i], outfname);
    1.64  			num_done++;
    1.65  		}
    1.66  	}
    1.67 @@ -39,7 +63,7 @@
    1.68  	return 0;
    1.69  }
    1.70  
    1.71 -#define PPFLAGS	\
    1.72 +#define SCE_PPFLAGS	\
    1.73  	(aiProcess_Triangulate | \
    1.74  	 aiProcess_GenNormals | \
    1.75  	 aiProcess_JoinIdenticalVertices | \
    1.76 @@ -47,13 +71,23 @@
    1.77  	 aiProcess_LimitBoneWeights | \
    1.78  	 aiProcess_GenUVCoords)
    1.79  
    1.80 -int convert(const char *infname, const char *outfname)
    1.81 +#define ANM_PPFLAGS \
    1.82 +	(aiProcess_LimitBoneWeights)
    1.83 +
    1.84 +int convert(const char *infname)
    1.85  {
    1.86 -	int i;
    1.87 +	int i, bufsz;
    1.88  	const struct aiScene *aiscn;
    1.89  	struct goat3d *goat;
    1.90 +	char *outfname;
    1.91  
    1.92 -	if(!(aiscn = aiImportFile(infname, PPFLAGS))) {
    1.93 +	bufsz = output_filename(0, 0, infname, "goat3d");
    1.94 +	outfname = alloca(bufsz);
    1.95 +	output_filename(outfname, bufsz, infname, "goat3d");
    1.96 +	printf("converting %s -> %s\n", infname, outfname);
    1.97 +
    1.98 +
    1.99 +	if(!(aiscn = aiImportFile(infname, SCE_PPFLAGS))) {
   1.100  		fprintf(stderr, "failed to import %s\n", infname);
   1.101  		return -1;
   1.102  	}
   1.103 @@ -68,6 +102,14 @@
   1.104  		goat3d_add_mtl(goat, mat);
   1.105  	}
   1.106  
   1.107 +	for(i=0; i<(int)aiscn->mNumMeshes; i++) {
   1.108 +		struct aiMesh *aimesh = aiscn->mMeshes[i];
   1.109 +		struct goat3d_mesh *mesh = goat3d_create_mesh();
   1.110 +
   1.111 +		process_mesh(goat, mesh, aimesh);
   1.112 +		goat3d_add_mesh(goat, mesh);
   1.113 +	}
   1.114 +
   1.115  	for(i=0; i<(int)aiscn->mRootNode->mNumChildren; i++) {
   1.116  		process_node(goat, 0, aiscn->mRootNode->mChildren[i]);
   1.117  	}
   1.118 @@ -78,6 +120,42 @@
   1.119  	return 0;
   1.120  }
   1.121  
   1.122 +int convert_anim(const char *infname)
   1.123 +{
   1.124 +	int i, bufsz;
   1.125 +	const struct aiScene *aiscn;
   1.126 +	struct goat3d *goat;
   1.127 +	char *outfname;
   1.128 +
   1.129 +	bufsz = output_filename(0, 0, infname, "goatanim");
   1.130 +	outfname = alloca(bufsz);
   1.131 +	output_filename(outfname, bufsz, infname, "goatanim");
   1.132 +	printf("converting %s -> %s\n", infname, outfname);
   1.133 +
   1.134 +
   1.135 +	if(!(aiscn = aiImportFile(infname, ANM_PPFLAGS))) {
   1.136 +		fprintf(stderr, "failed to import %s\n", infname);
   1.137 +		return -1;
   1.138 +	}
   1.139 +
   1.140 +	goat = goat3d_create();
   1.141 +
   1.142 +	for(i=0; i<(int)aiscn->mRootNode->mNumChildren; i++) {
   1.143 +		process_node(goat, 0, aiscn->mRootNode->mChildren[i]);
   1.144 +	}
   1.145 +
   1.146 +	for(i=0; i<aiscn->mNumAnimations; i++) {
   1.147 +		if(process_anim(goat, aiscn->mAnimations[i]) == -1) {
   1.148 +			return -1;
   1.149 +		}
   1.150 +	}
   1.151 +
   1.152 +	goat3d_save_anim(goat, outfname);
   1.153 +	goat3d_free(goat);
   1.154 +	aiReleaseImport(aiscn);
   1.155 +	return 0;
   1.156 +}
   1.157 +
   1.158  void process_material(struct goat3d_material *mtl, struct aiMaterial *aimtl)
   1.159  {
   1.160  	struct aiString aistr;
   1.161 @@ -126,11 +204,60 @@
   1.162  		goat3d_set_mtl_attrib_map(mtl, GOAT3D_MAT_ATTR_REFLECTION, aistr.data);
   1.163  	}
   1.164  	if(aiGetMaterialString(aimtl, AI_MATKEY_TEXTURE_OPACITY(0), &aistr) == aiReturn_SUCCESS) {
   1.165 -		// TODO this is semantically inverted... maybe add an alpha attribute?
   1.166 +		/* TODO this is semantically inverted... maybe add an alpha attribute? */
   1.167  		goat3d_set_mtl_attrib_map(mtl, GOAT3D_MAT_ATTR_TRANSMISSION, aistr.data);
   1.168  	}
   1.169  }
   1.170  
   1.171 +void process_mesh(struct goat3d *goat, struct goat3d_mesh *mesh, struct aiMesh *aimesh)
   1.172 +{
   1.173 +	int i, num_verts, num_faces;
   1.174 +	struct goat3d_material *mtl;
   1.175 +
   1.176 +	if(aimesh->mName.length > 0) {
   1.177 +		goat3d_set_mesh_name(mesh, aimesh->mName.data);
   1.178 +	}
   1.179 +
   1.180 +	if((mtl = goat3d_get_mtl(goat, aimesh->mMaterialIndex))) {
   1.181 +		goat3d_set_mesh_mtl(mesh, mtl);
   1.182 +	}
   1.183 +
   1.184 +	num_verts = aimesh->mNumVertices;
   1.185 +	num_faces = aimesh->mNumFaces;
   1.186 +
   1.187 +	for(i=0; i<num_verts; i++) {
   1.188 +		struct aiVector3D *v;
   1.189 +		struct aiColor4D *col;
   1.190 +
   1.191 +		v = aimesh->mVertices + i;
   1.192 +		goat3d_add_mesh_attrib3f(mesh, GOAT3D_MESH_ATTR_VERTEX, v->x, v->y, v->z);
   1.193 +
   1.194 +		if(aimesh->mNormals) {
   1.195 +			v = aimesh->mNormals + i;
   1.196 +			goat3d_add_mesh_attrib3f(mesh, GOAT3D_MESH_ATTR_NORMAL, v->x, v->y, v->z);
   1.197 +		}
   1.198 +		if(aimesh->mTangents) {
   1.199 +			v = aimesh->mTangents + i;
   1.200 +			goat3d_add_mesh_attrib3f(mesh, GOAT3D_MESH_ATTR_TANGENT, v->x, v->y, v->z);
   1.201 +		}
   1.202 +		if(aimesh->mTextureCoords[0]) {
   1.203 +			v = aimesh->mTextureCoords[0] + i;
   1.204 +			goat3d_add_mesh_attrib2f(mesh, GOAT3D_MESH_ATTR_TEXCOORD, v->x, v->y);
   1.205 +		}
   1.206 +		if(aimesh->mColors[0]) {
   1.207 +			col = aimesh->mColors[0] + i;
   1.208 +			goat3d_add_mesh_attrib4f(mesh, GOAT3D_MESH_ATTR_COLOR, col->r, col->g, col->b, col->a);
   1.209 +		}
   1.210 +		/* TODO: add bones */
   1.211 +	}
   1.212 +
   1.213 +	for(i=0; i<num_faces; i++) {
   1.214 +		struct aiFace *face = aimesh->mFaces + i;
   1.215 +
   1.216 +		goat3d_add_mesh_face(mesh, face->mIndices[0], face->mIndices[1], face->mIndices[2]);
   1.217 +	}
   1.218 +}
   1.219 +
   1.220  void process_node(struct goat3d *goat, struct goat3d_node *parent, struct aiNode *ainode)
   1.221  {
   1.222  	int i;
   1.223 @@ -145,3 +272,108 @@
   1.224  
   1.225  	goat3d_add_node(goat, node);
   1.226  }
   1.227 +
   1.228 +int process_anim(struct goat3d *goat, struct aiAnimation *aianim)
   1.229 +{
   1.230 +	int i, j, num_nodes, rnodes_count;
   1.231 +	const char *anim_name;
   1.232 +
   1.233 +	if(aianim->mName.length <= 0) {
   1.234 +		anim_name = "unnamed";
   1.235 +	} else {
   1.236 +		anim_name = aianim->mName.data;
   1.237 +	}
   1.238 +
   1.239 +	num_nodes = goat3d_get_node_count(goat);
   1.240 +
   1.241 +	rnodes_count = 0;
   1.242 +	for(i=0; i<num_nodes; i++) {
   1.243 +		int anim_idx;
   1.244 +		struct goat3d_node *n = goat3d_get_node(goat, i);
   1.245 +		/* skip non-root nodes */
   1.246 +		if(goat3d_get_node_parent(n)) {
   1.247 +			break;
   1.248 +		}
   1.249 +
   1.250 +		/* then add another animation to those root nodes */
   1.251 +		anim_idx = goat3d_get_anim_count(n);
   1.252 +		goat3d_add_anim(n);
   1.253 +		goat3d_use_anim(n, anim_idx);
   1.254 +
   1.255 +		goat3d_set_anim_name(n, anim_name);
   1.256 +	}
   1.257 +
   1.258 +	/* for each animation "channel" ... */
   1.259 +	for(i=0; i<(int)aianim->mNumChannels; i++) {
   1.260 +		struct goat3d_node *node;
   1.261 +		struct aiNodeAnim *ainodeanim = aianim->mChannels[i];
   1.262 +
   1.263 +		/* find the node it refers to */
   1.264 +		const char *nodename = ainodeanim->mNodeName.data;
   1.265 +		if(!(node = goat3d_get_node_by_name(goat, nodename))) {
   1.266 +			fprintf(stderr, "failed to process animation for unknown node: %s\n", nodename);
   1.267 +			return -1;
   1.268 +		}
   1.269 +
   1.270 +		/* add all the keys ... */
   1.271 +		for(j=0; j<(int)ainodeanim->mNumPositionKeys; j++) {
   1.272 +			struct aiVectorKey *key = ainodeanim->mPositionKeys + j;
   1.273 +			long tm = assimp_time(aianim, key->mTime);
   1.274 +			goat3d_set_node_position(node, key->mValue.x, key->mValue.y, key->mValue.z, tm);
   1.275 +		}
   1.276 +
   1.277 +		for(j=0; j<(int)ainodeanim->mNumRotationKeys; j++) {
   1.278 +			struct aiQuatKey *key = ainodeanim->mRotationKeys + j;
   1.279 +			long tm = assimp_time(aianim, key->mTime);
   1.280 +			goat3d_set_node_rotation(node, key->mValue.x, key->mValue.y, key->mValue.z, key->mValue.w, tm);
   1.281 +		}
   1.282 +
   1.283 +		for(j=0; j<(int)ainodeanim->mNumScalingKeys; j++) {
   1.284 +			struct aiVectorKey *key = ainodeanim->mScalingKeys + j;
   1.285 +			long tm = assimp_time(aianim, key->mTime);
   1.286 +			goat3d_set_node_scaling(node, key->mValue.x, key->mValue.y, key->mValue.z, tm);
   1.287 +		}
   1.288 +	}
   1.289 +
   1.290 +	return 0;
   1.291 +}
   1.292 +
   1.293 +static int output_filename(char *buf, int bufsz, const char *fname, const char *suffix)
   1.294 +{
   1.295 +	int reqsz, namesz;
   1.296 +	char *tmpfname;
   1.297 +	const char *fname_end, *lastdot;
   1.298 +
   1.299 +	lastdot = strrchr(fname, '.');
   1.300 +
   1.301 +	fname_end = lastdot ? lastdot : fname + strlen(fname);
   1.302 +	namesz = fname_end - fname;
   1.303 +	reqsz = namesz + strlen(suffix) + 2;	/* plus 1 for the dot */
   1.304 +
   1.305 +	if(buf && bufsz) {
   1.306 +		tmpfname = alloca(namesz + 1);
   1.307 +		memcpy(tmpfname, fname, namesz);
   1.308 +		tmpfname[namesz] = 0;
   1.309 +
   1.310 +		if(suffix) {
   1.311 +			snprintf(buf, bufsz, "%s.%s", tmpfname, suffix);
   1.312 +		} else {
   1.313 +			strncpy(buf, tmpfname, bufsz);
   1.314 +		}
   1.315 +		buf[bufsz - 1] = 0;
   1.316 +	}
   1.317 +
   1.318 +	return reqsz;
   1.319 +}
   1.320 +
   1.321 +static long assimp_time(const struct aiAnimation *anim, double aitime)
   1.322 +{
   1.323 +	double sec;
   1.324 +	if(anim->mTicksPerSecond < 1e-6) {
   1.325 +		/* assume time in frames? */
   1.326 +		sec = aitime / 30.0;
   1.327 +	} else {
   1.328 +		sec = aitime / anim->mTicksPerSecond;
   1.329 +	}
   1.330 +	return (long)(sec * 1000.0);
   1.331 +}