ECode CGestureStore::SaveEx( /* [in] */ IOutputStream * stream, /* [in] */ Boolean closeStream) { VALIDATE_NOT_NULL(stream); /* AutoPtr<IBufferedOutputStream> outs; if (FAILED(CBufferedOutputStream::New(stream, GestureConstants::IO_BUFFER_SIZE, (IBufferedOutputStream **) &outs))) { return E_RUNTIME_EXCEPTION; } */ AutoPtr<IDataOutputStream> out; if (FAILED(CDataOutputStream::New(stream,(IDataOutputStream **) &out))) { return E_RUNTIME_EXCEPTION; } Int64 start; if (PROFILE_LOADING_SAVING) { start = SystemClock::GetElapsedRealtime(); } HashMap<String, List<IGesture*> *> *maps = mNamedGestures; IDataOutput *dout=IDataOutput::Probe(out); // Write version number dout->WriteInt16(FILE_FORMAT_VERSION); // Write number of entries dout->WriteInt32(maps->GetSize()); HashMap<String, List<IGesture*> *>::Iterator iter = maps->Begin(); for (Int32 i=0; iter!=maps->End(); ++iter, ++i) { String key= iter->mFirst; List<IGesture*> *examples= iter->mSecond; Int32 count = examples->GetSize(); // Write entry name ArrayOf<Byte>* utf = StringToByteArray(key); dout->WriteBytes(*utf); //??no WriteUTF api ArrayOf<Byte>::Free(utf); // Write number of examples for this entry dout->WriteInt32(count); for (Int32 j = 0; j < count; j++) { ((IGesture*)((*examples)[i]))->Serialize(out); } } stream->Flush(); //no Flush api if (PROFILE_LOADING_SAVING) { Int64 end = SystemClock::GetElapsedRealtime(); Int64 diff= end - start; String tmp = String::FromInt64(diff); String log = String("Saving gestures library = ") + tmp + String(" ms"); Logger::D(LOG_TAG,log.string()); } mChanged = FALSE; if (closeStream) { CGestureUtils::CloseStream((ICloseable *)stream); } return NOERROR; }
void LoadMesh(const String& inputFileName, bool generateTangents, bool splitSubMeshes, bool exportMorphs) { File meshFileSource(context_); meshFileSource.Open(inputFileName); if (!meshFile_->Load(meshFileSource)) ErrorExit("Could not load input file " + inputFileName); XMLElement root = meshFile_->GetRoot("mesh"); XMLElement subMeshes = root.GetChild("submeshes"); XMLElement skeletonLink = root.GetChild("skeletonlink"); if (root.IsNull()) ErrorExit("Could not load input file " + inputFileName); String skeletonName = skeletonLink.GetAttribute("name"); if (!skeletonName.Empty()) LoadSkeleton(GetPath(inputFileName) + GetFileName(skeletonName) + ".skeleton.xml"); // Check whether there's benefit of avoiding 32bit indices by splitting each submesh into own buffer XMLElement subMesh = subMeshes.GetChild("submesh"); unsigned totalVertices = 0; unsigned maxSubMeshVertices = 0; while (subMesh) { materialNames_.Push(subMesh.GetAttribute("material")); XMLElement geometry = subMesh.GetChild("geometry"); if (geometry) { unsigned vertices = geometry.GetInt("vertexcount"); totalVertices += vertices; if (maxSubMeshVertices < vertices) maxSubMeshVertices = vertices; } ++numSubMeshes_; subMesh = subMesh.GetNext("submesh"); } XMLElement sharedGeometry = root.GetChild("sharedgeometry"); if (sharedGeometry) { unsigned vertices = sharedGeometry.GetInt("vertexcount"); totalVertices += vertices; if (maxSubMeshVertices < vertices) maxSubMeshVertices = vertices; } if (!sharedGeometry && (splitSubMeshes || (totalVertices > 65535 && maxSubMeshVertices <= 65535))) { useOneBuffer_ = false; vertexBuffers_.Resize(numSubMeshes_); indexBuffers_.Resize(numSubMeshes_); } else { vertexBuffers_.Resize(1); indexBuffers_.Resize(1); } subMesh = subMeshes.GetChild("submesh"); unsigned indexStart = 0; unsigned vertexStart = 0; unsigned subMeshIndex = 0; PODVector<unsigned> vertexStarts; vertexStarts.Resize(numSubMeshes_); while (subMesh) { XMLElement geometry = subMesh.GetChild("geometry"); XMLElement faces = subMesh.GetChild("faces"); // If no submesh vertexbuffer, process the shared geometry, but do it only once unsigned vertices = 0; if (!geometry) { vertexStart = 0; if (!subMeshIndex) geometry = root.GetChild("sharedgeometry"); } if (geometry) vertices = geometry.GetInt("vertexcount"); ModelSubGeometryLodLevel subGeometryLodLevel; ModelVertexBuffer* vBuf; ModelIndexBuffer* iBuf; if (useOneBuffer_) { vBuf = &vertexBuffers_[0]; if (vertices) vBuf->vertices_.Resize(vertexStart + vertices); iBuf = &indexBuffers_[0]; subGeometryLodLevel.vertexBuffer_ = 0; subGeometryLodLevel.indexBuffer_ = 0; } else { vertexStart = 0; indexStart = 0; vBuf = &vertexBuffers_[subMeshIndex]; vBuf->vertices_.Resize(vertices); iBuf = &indexBuffers_[subMeshIndex]; subGeometryLodLevel.vertexBuffer_ = subMeshIndex; subGeometryLodLevel.indexBuffer_ = subMeshIndex; } // Store the start vertex for later use vertexStarts[subMeshIndex] = vertexStart; // Ogre may have multiple buffers in one submesh. These will be merged into one XMLElement bufferDef; if (geometry) bufferDef = geometry.GetChild("vertexbuffer"); while (bufferDef) { if (bufferDef.HasAttribute("positions")) vBuf->elementMask_ |= MASK_POSITION; if (bufferDef.HasAttribute("normals")) vBuf->elementMask_ |= MASK_NORMAL; if (bufferDef.HasAttribute("texture_coords")) { vBuf->elementMask_ |= MASK_TEXCOORD1; if (bufferDef.GetInt("texture_coords") > 1) vBuf->elementMask_ |= MASK_TEXCOORD2; } unsigned vertexNum = vertexStart; if (vertices) { XMLElement vertex = bufferDef.GetChild("vertex"); while (vertex) { XMLElement position = vertex.GetChild("position"); if (position) { // Convert from right- to left-handed float x = position.GetFloat("x"); float y = position.GetFloat("y"); float z = position.GetFloat("z"); Vector3 vec(x, y, -z); vBuf->vertices_[vertexNum].position_ = vec; boundingBox_.Merge(vec); } XMLElement normal = vertex.GetChild("normal"); if (normal) { // Convert from right- to left-handed float x = normal.GetFloat("x"); float y = normal.GetFloat("y"); float z = normal.GetFloat("z"); Vector3 vec(x, y, -z); vBuf->vertices_[vertexNum].normal_ = vec; } XMLElement uv = vertex.GetChild("texcoord"); if (uv) { float x = uv.GetFloat("u"); float y = uv.GetFloat("v"); Vector2 vec(x, y); vBuf->vertices_[vertexNum].texCoord1_ = vec; if (vBuf->elementMask_ & MASK_TEXCOORD2) { uv = uv.GetNext("texcoord"); if (uv) { float x = uv.GetFloat("u"); float y = uv.GetFloat("v"); Vector2 vec(x, y); vBuf->vertices_[vertexNum].texCoord2_ = vec; } } } vertexNum++; vertex = vertex.GetNext("vertex"); } } bufferDef = bufferDef.GetNext("vertexbuffer"); } unsigned triangles = faces.GetInt("count"); unsigned indices = triangles * 3; XMLElement triangle = faces.GetChild("face"); while (triangle) { unsigned v1 = triangle.GetInt("v1"); unsigned v2 = triangle.GetInt("v2"); unsigned v3 = triangle.GetInt("v3"); iBuf->indices_.Push(v3 + vertexStart); iBuf->indices_.Push(v2 + vertexStart); iBuf->indices_.Push(v1 + vertexStart); triangle = triangle.GetNext("face"); } subGeometryLodLevel.indexStart_ = indexStart; subGeometryLodLevel.indexCount_ = indices; if (vertexStart + vertices > 65535) iBuf->indexSize_ = sizeof(unsigned); XMLElement boneAssignments = subMesh.GetChild("boneassignments"); if (bones_.Size()) { if (boneAssignments) { XMLElement boneAssignment = boneAssignments.GetChild("vertexboneassignment"); while (boneAssignment) { unsigned vertex = boneAssignment.GetInt("vertexindex") + vertexStart; unsigned bone = boneAssignment.GetInt("boneindex"); float weight = boneAssignment.GetFloat("weight"); BoneWeightAssignment assign; assign.boneIndex_ = bone; assign.weight_ = weight; // Source data might have 0 weights. Disregard these if (assign.weight_ > 0.0f) { subGeometryLodLevel.boneWeights_[vertex].Push(assign); // Require skinning weight to be sufficiently large before vertex contributes to bone hitbox if (assign.weight_ > 0.33f) { // Check distance of vertex from bone to get bone max. radius information Vector3 bonePos = bones_[bone].derivedPosition_; Vector3 vertexPos = vBuf->vertices_[vertex].position_; float distance = (bonePos - vertexPos).Length(); if (distance > bones_[bone].radius_) { bones_[bone].collisionMask_ |= 1; bones_[bone].radius_ = distance; } // Build the hitbox for the bone bones_[bone].boundingBox_.Merge(bones_[bone].inverseWorldTransform_ * (vertexPos)); bones_[bone].collisionMask_ |= 2; } } boneAssignment = boneAssignment.GetNext("vertexboneassignment"); } } if ((subGeometryLodLevel.boneWeights_.Size()) && bones_.Size()) { vBuf->elementMask_ |= MASK_BLENDWEIGHTS | MASK_BLENDINDICES; bool sorted = false; // If amount of bones is larger than supported by HW skinning, must remap per submesh if (bones_.Size() > maxBones_) { HashMap<unsigned, unsigned> usedBoneMap; unsigned remapIndex = 0; for (HashMap<unsigned, PODVector<BoneWeightAssignment> >::Iterator i = subGeometryLodLevel.boneWeights_.Begin(); i != subGeometryLodLevel.boneWeights_.End(); ++i) { // Sort the bone assigns by weight Sort(i->second_.Begin(), i->second_.End(), CompareWeights); // Use only the first 4 weights for (unsigned j = 0; j < i->second_.Size() && j < 4; ++j) { unsigned originalIndex = i->second_[j].boneIndex_; if (!usedBoneMap.Contains(originalIndex)) { usedBoneMap[originalIndex] = remapIndex; remapIndex++; } i->second_[j].boneIndex_ = usedBoneMap[originalIndex]; } } // If still too many bones in one subgeometry, error if (usedBoneMap.Size() > maxBones_) ErrorExit("Too many bones (limit " + String(maxBones_) + ") in submesh " + String(subMeshIndex + 1)); // Write mapping of vertex buffer bone indices to original bone indices subGeometryLodLevel.boneMapping_.Resize(usedBoneMap.Size()); for (HashMap<unsigned, unsigned>::Iterator j = usedBoneMap.Begin(); j != usedBoneMap.End(); ++j) subGeometryLodLevel.boneMapping_[j->second_] = j->first_; sorted = true; } for (HashMap<unsigned, PODVector<BoneWeightAssignment> >::Iterator i = subGeometryLodLevel.boneWeights_.Begin(); i != subGeometryLodLevel.boneWeights_.End(); ++i) { // Sort the bone assigns by weight, if not sorted yet in bone remapping pass if (!sorted) Sort(i->second_.Begin(), i->second_.End(), CompareWeights); float totalWeight = 0.0f; float normalizationFactor = 0.0f; // Calculate normalization factor in case there are more than 4 blend weights, or they do not add up to 1 for (unsigned j = 0; j < i->second_.Size() && j < 4; ++j) totalWeight += i->second_[j].weight_; if (totalWeight > 0.0f) normalizationFactor = 1.0f / totalWeight; for (unsigned j = 0; j < i->second_.Size() && j < 4; ++j) { vBuf->vertices_[i->first_].blendIndices_[j] = i->second_[j].boneIndex_; vBuf->vertices_[i->first_].blendWeights_[j] = i->second_[j].weight_ * normalizationFactor; } // If there are less than 4 blend weights, fill rest with zero for (unsigned j = i->second_.Size(); j < 4; ++j) { vBuf->vertices_[i->first_].blendIndices_[j] = 0; vBuf->vertices_[i->first_].blendWeights_[j] = 0.0f; } vBuf->vertices_[i->first_].hasBlendWeights_ = true; } } } else if (boneAssignments) PrintLine("No skeleton loaded, skipping skinning information"); // Calculate center for the subgeometry Vector3 center = Vector3::ZERO; for (unsigned i = 0; i < iBuf->indices_.Size(); i += 3) { center += vBuf->vertices_[iBuf->indices_[i]].position_; center += vBuf->vertices_[iBuf->indices_[i + 1]].position_; center += vBuf->vertices_[iBuf->indices_[i + 2]].position_; } if (iBuf->indices_.Size()) center /= (float)iBuf->indices_.Size(); subGeometryCenters_.Push(center); indexStart += indices; vertexStart += vertices; OptimizeIndices(&subGeometryLodLevel, vBuf, iBuf); PrintLine("Processed submesh " + String(subMeshIndex + 1) + ": " + String(vertices) + " vertices " + String(triangles) + " triangles"); Vector<ModelSubGeometryLodLevel> thisSubGeometry; thisSubGeometry.Push(subGeometryLodLevel); subGeometries_.Push(thisSubGeometry); subMesh = subMesh.GetNext("submesh"); subMeshIndex++; } // Process LOD levels, if any XMLElement lods = root.GetChild("levelofdetail"); if (lods) { try { // For now, support only generated LODs, where the vertices are the same XMLElement lod = lods.GetChild("lodgenerated"); while (lod) { float distance = M_EPSILON; if (lod.HasAttribute("fromdepthsquared")) distance = sqrtf(lod.GetFloat("fromdepthsquared")); if (lod.HasAttribute("value")) distance = lod.GetFloat("value"); XMLElement lodSubMesh = lod.GetChild("lodfacelist"); while (lodSubMesh) { unsigned subMeshIndex = lodSubMesh.GetInt("submeshindex"); unsigned triangles = lodSubMesh.GetInt("numfaces"); ModelSubGeometryLodLevel newLodLevel; ModelSubGeometryLodLevel& originalLodLevel = subGeometries_[subMeshIndex][0]; // Copy all initial values newLodLevel = originalLodLevel; ModelVertexBuffer* vBuf; ModelIndexBuffer* iBuf; if (useOneBuffer_) { vBuf = &vertexBuffers_[0]; iBuf = &indexBuffers_[0]; } else { vBuf = &vertexBuffers_[subMeshIndex]; iBuf = &indexBuffers_[subMeshIndex]; } unsigned indexStart = iBuf->indices_.Size(); unsigned indexCount = triangles * 3; unsigned vertexStart = vertexStarts[subMeshIndex]; newLodLevel.distance_ = distance; newLodLevel.indexStart_ = indexStart; newLodLevel.indexCount_ = indexCount; // Append indices to the original index buffer XMLElement triangle = lodSubMesh.GetChild("face"); while (triangle) { unsigned v1 = triangle.GetInt("v1"); unsigned v2 = triangle.GetInt("v2"); unsigned v3 = triangle.GetInt("v3"); iBuf->indices_.Push(v3 + vertexStart); iBuf->indices_.Push(v2 + vertexStart); iBuf->indices_.Push(v1 + vertexStart); triangle = triangle.GetNext("face"); } OptimizeIndices(&newLodLevel, vBuf, iBuf); subGeometries_[subMeshIndex].Push(newLodLevel); PrintLine("Processed LOD level for submesh " + String(subMeshIndex + 1) + ": distance " + String(distance)); lodSubMesh = lodSubMesh.GetNext("lodfacelist"); } lod = lod.GetNext("lodgenerated"); } } catch (...) {} } // Process poses/morphs // First find out all pose definitions if (exportMorphs) { try { Vector<XMLElement> poses; XMLElement posesRoot = root.GetChild("poses"); if (posesRoot) { XMLElement pose = posesRoot.GetChild("pose"); while (pose) { poses.Push(pose); pose = pose.GetNext("pose"); } } // Then process animations using the poses XMLElement animsRoot = root.GetChild("animations"); if (animsRoot) { XMLElement anim = animsRoot.GetChild("animation"); while (anim) { String name = anim.GetAttribute("name"); float length = anim.GetFloat("length"); HashSet<unsigned> usedPoses; XMLElement tracks = anim.GetChild("tracks"); if (tracks) { XMLElement track = tracks.GetChild("track"); while (track) { XMLElement keyframes = track.GetChild("keyframes"); if (keyframes) { XMLElement keyframe = keyframes.GetChild("keyframe"); while (keyframe) { float time = keyframe.GetFloat("time"); XMLElement poseref = keyframe.GetChild("poseref"); // Get only the end pose if (poseref && time == length) usedPoses.Insert(poseref.GetInt("poseindex")); keyframe = keyframe.GetNext("keyframe"); } } track = track.GetNext("track"); } } if (usedPoses.Size()) { ModelMorph newMorph; newMorph.name_ = name; if (useOneBuffer_) newMorph.buffers_.Resize(1); else newMorph.buffers_.Resize(usedPoses.Size()); unsigned bufIndex = 0; for (HashSet<unsigned>::Iterator i = usedPoses.Begin(); i != usedPoses.End(); ++i) { XMLElement pose = poses[*i]; unsigned targetSubMesh = pose.GetInt("index"); XMLElement poseOffset = pose.GetChild("poseoffset"); if (useOneBuffer_) newMorph.buffers_[bufIndex].vertexBuffer_ = 0; else newMorph.buffers_[bufIndex].vertexBuffer_ = targetSubMesh; newMorph.buffers_[bufIndex].elementMask_ = MASK_POSITION; ModelVertexBuffer* vBuf = &vertexBuffers_[newMorph.buffers_[bufIndex].vertexBuffer_]; while (poseOffset) { // Convert from right- to left-handed unsigned vertexIndex = poseOffset.GetInt("index") + vertexStarts[targetSubMesh]; float x = poseOffset.GetFloat("x"); float y = poseOffset.GetFloat("y"); float z = poseOffset.GetFloat("z"); Vector3 vec(x, y, -z); if (vBuf->morphCount_ == 0) { vBuf->morphStart_ = vertexIndex; vBuf->morphCount_ = 1; } else { unsigned first = vBuf->morphStart_; unsigned last = first + vBuf->morphCount_ - 1; if (vertexIndex < first) first = vertexIndex; if (vertexIndex > last) last = vertexIndex; vBuf->morphStart_ = first; vBuf->morphCount_ = last - first + 1; } ModelVertex newVertex; newVertex.position_ = vec; newMorph.buffers_[bufIndex].vertices_.Push(MakePair(vertexIndex, newVertex)); poseOffset = poseOffset.GetNext("poseoffset"); } if (!useOneBuffer_) ++bufIndex; } morphs_.Push(newMorph); PrintLine("Processed morph " + name + " with " + String(usedPoses.Size()) + " sub-poses"); } anim = anim.GetNext("animation"); } } } catch (...) {} } // Check any of the buffers for vertices with missing blend weight assignments for (unsigned i = 0; i < vertexBuffers_.Size(); ++i) { if (vertexBuffers_[i].elementMask_ & MASK_BLENDWEIGHTS) { for (unsigned j = 0; j < vertexBuffers_[i].vertices_.Size(); ++j) if (!vertexBuffers_[i].vertices_[j].hasBlendWeights_) ErrorExit("Found a vertex with missing skinning information"); } } // Tangent generation if (generateTangents) { for (unsigned i = 0; i < subGeometries_.Size(); ++i) { for (unsigned j = 0; j < subGeometries_[i].Size(); ++j) { ModelVertexBuffer& vBuf = vertexBuffers_[subGeometries_[i][j].vertexBuffer_]; ModelIndexBuffer& iBuf = indexBuffers_[subGeometries_[i][j].indexBuffer_]; unsigned indexStart = subGeometries_[i][j].indexStart_; unsigned indexCount = subGeometries_[i][j].indexCount_; // If already has tangents, do not regenerate if (vBuf.elementMask_ & MASK_TANGENT || vBuf.vertices_.Empty() || iBuf.indices_.Empty()) continue; vBuf.elementMask_ |= MASK_TANGENT; if ((vBuf.elementMask_ & (MASK_POSITION | MASK_NORMAL | MASK_TEXCOORD1)) != (MASK_POSITION | MASK_NORMAL | MASK_TEXCOORD1)) ErrorExit("To generate tangents, positions normals and texcoords are required"); GenerateTangents(&vBuf.vertices_[0], sizeof(ModelVertex), &iBuf.indices_[0], sizeof(unsigned), indexStart, indexCount, offsetof(ModelVertex, normal_), offsetof(ModelVertex, texCoord1_), offsetof(ModelVertex, tangent_)); PrintLine("Generated tangents"); } } } }
void JSVM::DumpJavascriptObjects() { ATOMIC_LOGINFOF("--- JS Objects ---"); ATOMIC_LOGINFOF("Stash Count: %u, Total Stash: %u, Total Unstash: %u", stashCount_, totalStashCount_, totalUnstashCount_); HashMap<StringHash, String> strLookup; HashMap<StringHash, unsigned> totalClassCount; HashMap<StringHash, unsigned> stashedClassCount; HashMap<StringHash, int> maxRefCount; StringHash refCountedTypeHash("RefCounted"); strLookup[refCountedTypeHash] = "RefCounted"; duk_push_global_stash(ctx_); duk_get_prop_index(ctx_, -1, JS_GLOBALSTASH_INDEX_REFCOUNTED_REGISTRY); HashMap<void*, RefCounted*>::ConstIterator itr = heapToObject_.Begin(); while (itr != heapToObject_.End()) { void* heapPtr = itr->first_; RefCounted* refCounted = itr->second_; // TODO: need a lookup for refcounted classid to typename const String& className = refCounted->IsObject() ? ((Object*)refCounted)->GetTypeName() : "RefCounted"; StringHash typeHash = refCounted->IsObject() ? ((Object*)refCounted)->GetType() : refCountedTypeHash; strLookup.InsertNew(typeHash, className); totalClassCount.InsertNew(typeHash, 0); totalClassCount[typeHash]++; maxRefCount.InsertNew(typeHash, 0); if (refCounted->Refs() > maxRefCount[typeHash]) maxRefCount[typeHash] = refCounted->Refs(); duk_push_pointer(ctx_, refCounted); duk_get_prop(ctx_, -2); if (!duk_is_undefined(ctx_, -1)) { stashedClassCount.InsertNew(typeHash, 0); stashedClassCount[typeHash]++; } duk_pop(ctx_); itr++; } HashMap<StringHash, String>::ConstIterator itr2 = strLookup.Begin(); while (itr2 != strLookup.End()) { StringHash typeHash = itr2->first_; const String& className = itr2->second_; unsigned totalCount = totalClassCount[typeHash]; unsigned stashedCount = stashedClassCount[typeHash]; int _maxRefCount = maxRefCount[typeHash]; ATOMIC_LOGINFOF("Classname: %s, Total: %u, Stashed: %u, Max Refs: %i", className.CString(), totalCount, stashedCount, _maxRefCount); itr2++; } duk_pop_2(ctx_); }