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| author | Bryan Galdrikian <[email protected]> | 2017-02-21 12:07:59 -0800 |
|---|---|---|
| committer | Bryan Galdrikian <[email protected]> | 2017-02-21 12:07:59 -0800 |
| commit | 446ce137c6823ba9eff273bdafdaf266287c7c98 (patch) | |
| tree | d20aab3e2ed08d7b3ca71c2f40db6a93ea00c459 /NvBlast/tools/ApexImporter/src/ApexDestructibleObjExporter.cpp | |
| download | blast-1.0.0-beta.tar.xz blast-1.0.0-beta.zip | |
first commitv1.0.0-beta
Diffstat (limited to 'NvBlast/tools/ApexImporter/src/ApexDestructibleObjExporter.cpp')
| -rw-r--r-- | NvBlast/tools/ApexImporter/src/ApexDestructibleObjExporter.cpp | 314 |
1 files changed, 314 insertions, 0 deletions
diff --git a/NvBlast/tools/ApexImporter/src/ApexDestructibleObjExporter.cpp b/NvBlast/tools/ApexImporter/src/ApexDestructibleObjExporter.cpp new file mode 100644 index 0000000..0c90ac1 --- /dev/null +++ b/NvBlast/tools/ApexImporter/src/ApexDestructibleObjExporter.cpp @@ -0,0 +1,314 @@ +#include "ApexDestructibleObjExporter.h" + +#include "Log.h" + +#include "PsFastXml.h" +#include "PsFileBuffer.h" +#include "PxInputDataFromPxFileBuf.h" +#include <PxVec2.h> +#include <PxVec3.h> +#include <map> +#include <FbxFileWriter.h> +#include <ObjFileWriter.h> + + +using namespace nvidia; +using namespace Nv::Blast; + + +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// Material Parser +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +const float VEC_EPS = 1e-4; + +class MaterialXmlParser : public physx::shdfnd::FastXml::Callback +{ +public: + std::string textureFile; + +protected: + // encountered a comment in the XML + virtual bool processComment(const char* /*comment*/) + { + return true; + } + + virtual bool processClose(const char* /*element*/, unsigned int /*depth*/, bool& /*isError*/) + { + return true; + } + + // return true to continue processing the XML document, false to skip. + virtual bool processElement(const char* elementName, // name of the element + const char* elementData, // element data, null if none + const physx::shdfnd::FastXml::AttributePairs& attr, + int /*lineno*/) // line number in the source XML file + { + PX_UNUSED(attr); + if (::strcmp(elementName, "sampler2D") == 0) + { + int nameIndex = -1; + for (int i = 0; i < attr.getNbAttr(); i += 2) + { + if (::strcmp(attr.getKey(i), "name") == 0) + { + nameIndex = i; + break; + } + } + + if (::strcmp(attr.getValue(nameIndex), "diffuseTexture") == 0) + { + textureFile = elementData; + } + } + + return true; + } +}; + +std::string getTextureFromMaterial(const char* materialPath) +{ + PsFileBuffer fileBuffer(materialPath, general_PxIOStream2::PxFileBuf::OPEN_READ_ONLY); + PxInputDataFromPxFileBuf inputData(fileBuffer); + MaterialXmlParser parser; + physx::shdfnd::FastXml* xml = physx::shdfnd::createFastXml(&parser); + xml->processXml(inputData, false); + + xml->release(); + + // trim folders + std::string textureFile = parser.textureFile.substr(parser.textureFile.find_last_of("/\\") + 1); + + return textureFile; +} + + +bool ApexDestructibleGeometryExporter::exportToFile(NvBlastAsset* asset, const DestructibleAsset& apexAsset, const std::string& name, const std::vector<uint32_t>& chunkReorderInvMap, bool toFbx, bool toObj, bool fbxascii, bool toUe4) +{ + const RenderMeshAsset* rAsset = apexAsset.getRenderMeshAsset(); + uint32_t submeshCount = rAsset->getSubmeshCount(); + std::vector<std::string> materialPathes; + // gather materials + { + for (uint32_t submeshIndex = 0; submeshIndex < submeshCount; ++submeshIndex) + { + const char* materialName = rAsset->getMaterialName(submeshIndex); + std::ostringstream materialPath; + materialPath << m_materialsDir << "\\" << materialName; + std::string texturePath = getTextureFromMaterial(materialPath.str().c_str()); + materialPathes.push_back(texturePath); + } + } + struct vc3Comp + { + bool operator()(const PxVec3& a, const PxVec3& b) const + { + if (a.x + VEC_EPS < b.x) return true; + if (a.x - VEC_EPS > b.x) return false; + if (a.y + VEC_EPS < b.y) return true; + if (a.y - VEC_EPS > b.y) return false; + if (a.z + VEC_EPS < b.z) return true; + return false; + } + }; + struct vc2Comp + { + bool operator()(const PxVec2& a, const PxVec2& b) const + { + if (a.x + VEC_EPS < b.x) return true; + if (a.x - VEC_EPS > b.x) return false; + if (a.y + VEC_EPS < b.y) return true; + return false; + } + }; + + std::vector<PxVec3> compressedPositions; + std::vector<PxVec3> compressedNormals; + std::vector<PxVec2> compressedTextures; + + std::vector<uint32_t> positionsMapping; + std::vector<uint32_t> normalsMapping; + std::vector<uint32_t> texturesMapping; + + std::map<PxVec3, uint32_t, vc3Comp> posMap; + std::map<PxVec3, uint32_t, vc3Comp> normMap; + std::map<PxVec2, uint32_t, vc2Comp> texMap; + + + // gather data for export + { + for (uint32_t submeshIndex = 0; submeshIndex < submeshCount; ++submeshIndex) + { + const RenderSubmesh& currentSubmesh = rAsset->getSubmesh(submeshIndex); + uint32_t indexCount = currentSubmesh.getVertexBuffer().getVertexCount(); + const VertexFormat& fmt = currentSubmesh.getVertexBuffer().getFormat(); + // Find position buffer index + uint32_t bufferId = 0; + { + for (; bufferId < fmt.getBufferCount(); ++bufferId) + { + if (fmt.getBufferSemantic(bufferId) != RenderVertexSemantic::POSITION) + continue; + else + break; + } + if (bufferId == fmt.getBufferCount()) + { + lout() << "Can't find positions buffer" << std::endl; + return false; + } + } + const PxVec3* posistions = reinterpret_cast<const PxVec3*>(currentSubmesh.getVertexBuffer().getBuffer(bufferId)); + uint32_t oldSize = (uint32_t)positionsMapping.size(); + positionsMapping.resize(oldSize + indexCount); + for (uint32_t i = 0; i < indexCount; ++i) + { + auto it = posMap.find(posistions[i]); + if (it == posMap.end()) + { + posMap[posistions[i]] = (uint32_t)compressedPositions.size(); + positionsMapping[oldSize + i] = (uint32_t)compressedPositions.size(); + compressedPositions.push_back(posistions[i]); + } + else + { + positionsMapping[oldSize + i] = it->second; + } + } + } + + for (uint32_t submeshIndex = 0; submeshIndex < submeshCount; ++submeshIndex) + { + const RenderSubmesh& currentSubmesh = rAsset->getSubmesh(submeshIndex); + uint32_t indexCount = currentSubmesh.getVertexBuffer().getVertexCount(); + const VertexFormat& fmt = currentSubmesh.getVertexBuffer().getFormat(); + // Find normal buffer index + uint32_t bufferId = 0; + { + for (; bufferId < fmt.getBufferCount(); ++bufferId) + { + if (fmt.getBufferSemantic(bufferId) != RenderVertexSemantic::NORMAL) + continue; + else + break; + } + if (bufferId == fmt.getBufferCount()) + { + lout() << "Can't find positions buffer" << std::endl; + return false; + } + } + const PxVec3* normals = reinterpret_cast<const PxVec3*>(currentSubmesh.getVertexBuffer().getBuffer(bufferId)); + uint32_t oldSize = (uint32_t)normalsMapping.size(); + normalsMapping.resize(oldSize + indexCount); + for (uint32_t i = 0; i < indexCount; ++i) + { + auto it = normMap.find(normals[i]); + if (it == normMap.end()) + { + normMap[normals[i]] = (uint32_t)compressedNormals.size(); + normalsMapping[oldSize + i] = (uint32_t)compressedNormals.size(); + compressedNormals.push_back(normals[i]); + } + else + { + normalsMapping[oldSize + i] = it->second; + } + } + + } + for (uint32_t submeshIndex = 0; submeshIndex < submeshCount; ++submeshIndex) + { + const RenderSubmesh& currentSubmesh = rAsset->getSubmesh(submeshIndex); + uint32_t indexCount = currentSubmesh.getVertexBuffer().getVertexCount(); + const VertexFormat& fmt = currentSubmesh.getVertexBuffer().getFormat(); + + // Find texture coords buffer index + uint32_t bufferId = 0; + { + for (; bufferId < fmt.getBufferCount(); ++bufferId) + { + if (fmt.getBufferSemantic(bufferId) != RenderVertexSemantic::TEXCOORD0) + continue; + else + break; + } + if (bufferId == fmt.getBufferCount()) + { + lout() << "Can't find positions buffer" << std::endl; + return false; + } + } + const PxVec2* texCoord = reinterpret_cast<const PxVec2*>(currentSubmesh.getVertexBuffer().getBuffer(bufferId)); + uint32_t oldSize = (uint32_t)texturesMapping.size(); + texturesMapping.resize(oldSize + indexCount); + for (uint32_t i = 0; i < indexCount; ++i) + { + auto it = texMap.find(texCoord[i]); + if (it == texMap.end()) + { + texMap[texCoord[i]] = (uint32_t)compressedTextures.size(); + texturesMapping[oldSize + i] = (uint32_t)compressedTextures.size(); + compressedTextures.push_back(texCoord[i]); + } + else + { + texturesMapping[oldSize + i] = it->second; + } + } + + } + + uint32_t apexChunkCount = apexAsset.getChunkCount(); + uint32_t chunkCount = static_cast<uint32_t>(chunkReorderInvMap.size()); + + std::vector<std::vector<std::vector<int32_t> > > pInd(chunkCount); + std::vector<std::vector<std::vector<int32_t> > > tInd(chunkCount); + std::vector<std::vector<std::vector<int32_t> > > nInd(chunkCount); + + + for (uint32_t chunkIndex = 0; chunkIndex < chunkCount; ++chunkIndex) + { + uint32_t apexChunkIndex = chunkReorderInvMap[chunkIndex]; + if (apexChunkIndex >= apexChunkCount) + { + continue; + } + uint32_t part = apexAsset.getPartIndex(apexChunkIndex); + uint32_t offset = 0; + for (uint32_t submeshIndex = 0; submeshIndex < submeshCount; ++submeshIndex) + { + const RenderSubmesh& currentSubmesh = rAsset->getSubmesh(submeshIndex); + const uint32_t* indexArray = currentSubmesh.getIndexBuffer(part); + uint32_t indexCount = currentSubmesh.getIndexCount(part); + pInd[chunkIndex].push_back(std::vector<int32_t>()); + tInd[chunkIndex].push_back(std::vector<int32_t>()); + nInd[chunkIndex].push_back(std::vector<int32_t>()); + + for (uint32_t i = 0; i < indexCount;++i) + { + pInd[chunkIndex].back().push_back(positionsMapping[indexArray[i] + offset]); + tInd[chunkIndex].back().push_back(texturesMapping[indexArray[i] + offset]); + nInd[chunkIndex].back().push_back(normalsMapping[indexArray[i] + offset]); + } + offset += currentSubmesh.getVertexBuffer().getVertexCount(); + } + } + + if (toObj) + { + ObjFileWriter writer; + writer.saveToFile(asset, name, m_exportDir, compressedPositions, compressedNormals, compressedTextures, pInd, nInd, tInd, materialPathes, submeshCount); + } + if (toFbx) + { + FbxFileWriter writer; + writer.bOutputFBXAscii = fbxascii; + writer.setConvertToUE4(toUe4); + writer.saveToFile(asset, name, m_exportDir, compressedPositions, compressedNormals, compressedTextures, pInd, nInd, tInd, materialPathes, submeshCount); + } + } + + return true; +} |