static void ExportMaterial(UUnrealMaterial* Mat, FArchive& Ar, int index, bool bLast) { char dummyName[64]; appSprintf(ARRAY_ARG(dummyName), "dummy_material_%d", index); CVec3 Color = GetMaterialDebugColor(index); Ar.Printf( " {\n" " \"name\" : \"%s\",\n" " \"pbrMetallicRoughness\" : {\n" " \"baseColorFactor\" : [ %g, %g, %g, 1.0 ],\n" " \"metallicFactor\" : 0.1,\n" " \"roughnessFactor\" : 0.5\n" " }\n" " }%s\n", Mat ? Mat->Name : dummyName, Color[0], Color[1], Color[2], bLast ? "" : "," ); }
void ExportMd5Mesh(const CSkeletalMesh *Mesh) { guard(ExportMd5Mesh); int i; UObject *OriginalMesh = Mesh->OriginalMesh; if (!Mesh->Lods.Num()) { appNotify("Mesh %s has 0 lods", OriginalMesh->Name); return; } FArchive *Ar = CreateExportArchive(OriginalMesh, "%s.md5mesh", OriginalMesh->Name); if (!Ar) return; const CSkelMeshLod &Lod = Mesh->Lods[0]; Ar->Printf( "MD5Version 10\n" "commandline \"Created with UE Viewer\"\n" "\n" "numJoints %d\n" "numMeshes %d\n" "\n", Mesh->RefSkeleton.Num(), Lod.Sections.Num() ); // compute skeleton TArray<CCoords> BoneCoords; BuildSkeleton(BoneCoords, Mesh->RefSkeleton); // write joints Ar->Printf("joints {\n"); for (i = 0; i < Mesh->RefSkeleton.Num(); i++) { const CSkelMeshBone &B = Mesh->RefSkeleton[i]; const CCoords &BC = BoneCoords[i]; CVec3 BP; CQuat BO; BP = BC.origin; BO.FromAxis(BC.axis); if (BO.w < 0) BO.Negate(); // W-component of quaternion will be removed ... Ar->Printf( "\t\"%s\"\t%d ( %f %f %f ) ( %.10f %.10f %.10f )\n", *B.Name, (i == 0) ? -1 : B.ParentIndex, VECTOR_ARG(BP), BO.x, BO.y, BO.z ); #if 0 //!! if (i == 32 || i == 34) { CCoords BC; BC.origin = BP; BO.ToAxis(BC.axis); appNotify("Bone %d (%8.3f %8.3f %8.3f) - (%8.3f %8.3f %8.3f %8.3f)", i, VECTOR_ARG(BP), QUAT_ARG(BO)); #define C BC appNotify("INV : o=%8.3f %8.3f %8.3f", VECTOR_ARG(C.origin )); appNotify(" 0=%8.3f %8.3f %8.3f", VECTOR_ARG(C.axis[0])); appNotify(" 1=%8.3f %8.3f %8.3f", VECTOR_ARG(C.axis[1])); appNotify(" 2=%8.3f %8.3f %8.3f", VECTOR_ARG(C.axis[2])); #undef C // BO.Negate(); BO.w *= -1; BO.ToAxis(BC.axis); #define C BC appNotify("INV2 : o=%8.3f %8.3f %8.3f", VECTOR_ARG(C.origin )); appNotify(" 0=%8.3f %8.3f %8.3f", VECTOR_ARG(C.axis[0])); appNotify(" 1=%8.3f %8.3f %8.3f", VECTOR_ARG(C.axis[1])); appNotify(" 2=%8.3f %8.3f %8.3f", VECTOR_ARG(C.axis[2])); #undef C } #endif } Ar->Printf("}\n\n"); // collect weights information TArray<VertInfluences> Weights; // Point -> Influences Weights.AddZeroed(Lod.NumVerts); for (i = 0; i < Lod.NumVerts; i++) { const CSkelMeshVertex &V = Lod.Verts[i]; CVec4 UnpackedWeights; V.UnpackWeights(UnpackedWeights); for (int j = 0; j < NUM_INFLUENCES; j++) { if (V.Bone[j] < 0) break; VertInfluence *I = new (Weights[i].Inf) VertInfluence; I->Bone = V.Bone[j]; I->Weight = UnpackedWeights[j]; } } CIndexBuffer::IndexAccessor_t Index = Lod.Indices.GetAccessor(); // write meshes // we are using some terms here: // - "mesh vertex" is a vertex in Lod.Verts[] array, global for whole mesh // - "surcace vertex" is a vertex from the mesh stripped to only one (current) section for (int m = 0; m < Lod.Sections.Num(); m++) { const CMeshSection &Sec = Lod.Sections[m]; TArray<int> MeshVerts; // surface vertex -> mesh vertex TArray<int> BackWedge; // mesh vertex -> surface vertex TArray<bool> UsedVerts; // mesh vertex -> surface: used of not TArray<int> MeshWeights; // mesh vertex -> weight index MeshVerts.Empty(Lod.NumVerts); UsedVerts.AddZeroed(Lod.NumVerts); BackWedge.AddZeroed(Lod.NumVerts); MeshWeights.AddZeroed(Lod.NumVerts); // find verts and triangles for current material for (i = 0; i < Sec.NumFaces * 3; i++) { int idx = Index(i + Sec.FirstIndex); if (UsedVerts[idx]) continue; // vertex is already used in previous triangle UsedVerts[idx] = true; int locWedge = MeshVerts.Add(idx); BackWedge[idx] = locWedge; } // find influences int WeightIndex = 0; for (i = 0; i < Lod.NumVerts; i++) { if (!UsedVerts[i]) continue; MeshWeights[i] = WeightIndex; WeightIndex += Weights[i].Inf.Num(); } // mesh header const UUnrealMaterial *Tex = Sec.Material; if (Tex) { Ar->Printf( "mesh {\n" "\tshader \"%s\"\n\n", Tex->Name ); ExportObject(Tex); } else { Ar->Printf( "mesh {\n" "\tshader \"material_%d\"\n\n", m ); } // verts Ar->Printf("\tnumverts %d\n", MeshVerts.Num()); for (i = 0; i < MeshVerts.Num(); i++) { int iPoint = MeshVerts[i]; const CSkelMeshVertex &V = Lod.Verts[iPoint]; Ar->Printf("\tvert %d ( %f %f ) %d %d\n", i, V.UV.U, V.UV.V, MeshWeights[iPoint], Weights[iPoint].Inf.Num()); } // triangles Ar->Printf("\n\tnumtris %d\n", Sec.NumFaces); for (i = 0; i < Sec.NumFaces; i++) { Ar->Printf("\ttri %d", i); #if MIRROR_MESH for (int j = 2; j >= 0; j--) #else for (int j = 0; j < 3; j++) #endif Ar->Printf(" %d", BackWedge[Index(Sec.FirstIndex + i * 3 + j)]); Ar->Printf("\n"); } // weights Ar->Printf("\n\tnumweights %d\n", WeightIndex); int saveWeightIndex = WeightIndex; WeightIndex = 0; for (i = 0; i < Lod.NumVerts; i++) { if (!UsedVerts[i]) continue; for (int j = 0; j < Weights[i].Inf.Num(); j++) { const VertInfluence &I = Weights[i].Inf[j]; CVec3 v; v = Lod.Verts[i].Position; #if MIRROR_MESH v[1] *= -1; // y #endif BoneCoords[I.Bone].TransformPoint(v, v); Ar->Printf( "\tweight %d %d %f ( %f %f %f )\n", WeightIndex, I.Bone, I.Weight, VECTOR_ARG(v) ); WeightIndex++; } } assert(saveWeightIndex == WeightIndex); // mesh footer Ar->Printf("}\n"); } delete Ar; unguard; }
void ExportMd5Anim(const CAnimSet *Anim) { guard(ExportMd5Anim); int numBones = Anim->TrackBoneNames.Num(); UObject *OriginalAnim = Anim->OriginalAnim; for (int AnimIndex = 0; AnimIndex < Anim->Sequences.Num(); AnimIndex++) { int i; const CAnimSequence &S = Anim->Sequences[AnimIndex]; FArchive *Ar = CreateExportArchive(OriginalAnim, "%s/%s.md5anim", OriginalAnim->Name, *S.Name); if (!Ar) continue; Ar->Printf( "MD5Version 10\n" "commandline \"Created with UE Viewer\"\n" "\n" "numFrames %d\n" "numJoints %d\n" "frameRate %g\n" "numAnimatedComponents %d\n" "\n", S.NumFrames, numBones, S.Rate, numBones * 6 ); // skeleton Ar->Printf("hierarchy {\n"); for (i = 0; i < numBones; i++) { Ar->Printf("\t\"%s\" %d %d %d\n", *Anim->TrackBoneNames[i], (i == 0) ? -1 : 0, 63, i * 6); // ParentIndex is unknown for UAnimSet, so always write "0" // here: 6 is number of components per frame, 63 = (1<<6)-1 -- flags "all components are used" } // bounds Ar->Printf("}\n\nbounds {\n"); for (i = 0; i < S.NumFrames; i++) Ar->Printf("\t( -100 -100 -100 ) ( 100 100 100 )\n"); //!! dummy Ar->Printf("}\n\n"); // baseframe and frames for (int Frame = -1; Frame < S.NumFrames; Frame++) { int t = Frame; if (Frame == -1) { Ar->Printf("baseframe {\n"); t = 0; } else Ar->Printf("frame %d {\n", Frame); for (int b = 0; b < numBones; b++) { CVec3 BP; CQuat BO; S.Tracks[b].GetBonePosition(t, S.NumFrames, false, BP, BO); if (!b) BO.Conjugate(); // root bone #if MIRROR_MESH BO.y *= -1; BO.w *= -1; BP[1] *= -1; // y #endif if (BO.w < 0) BO.Negate(); // W-component of quaternion will be removed ... if (Frame < 0) Ar->Printf("\t( %f %f %f ) ( %.10f %.10f %.10f )\n", VECTOR_ARG(BP), BO.x, BO.y, BO.z); else Ar->Printf("\t%f %f %f %.10f %.10f %.10f\n", VECTOR_ARG(BP), BO.x, BO.y, BO.z); } Ar->Printf("}\n\n"); } delete Ar; } unguard; }
static void ExportMeshLod(ExportContext& Context, const CBaseMeshLod& Lod, const CMeshVertex* Verts, FArchive& Ar, FArchive& Ar2) { guard(ExportMeshLod); // Opening brace Ar.Printf("{\n"); // Asset Ar.Printf( " \"asset\" : {\n" " \"generator\" : \"UE Viewer (umodel) build %s\",\n" " \"version\" : \"2.0\"\n" " },\n", STR(GIT_REVISION)); // Scene Ar.Printf( " \"scene\" : 0,\n" " \"scenes\" : [\n" " {\n" " \"nodes\" : [ 0 ]\n" " }\n" " ],\n" ); // Nodes if (!Context.IsSkeletal()) { Ar.Printf( " \"nodes\" : [\n" " {\n" " \"name\" : \"%s\",\n" " \"mesh\" : 0\n" " }\n" " ],\n", Context.MeshName ); } else { ExportSkinData(Context, static_cast<const CSkelMeshLod&>(Lod), Ar); } // Materials Ar.Printf(" \"materials\" : [\n"); for (int i = 0; i < Lod.Sections.Num(); i++) { ExportMaterial(Lod.Sections[i].Material, Ar, i, i == Lod.Sections.Num() - 1); } Ar.Printf(" ],\n"); // Meshes Ar.Printf( " \"meshes\" : [\n" " {\n" " \"primitives\" : [\n" ); for (int i = 0; i < Lod.Sections.Num(); i++) { ExportSection(Context, Lod, Verts, i, Ar); } Ar.Printf( " ],\n" " \"name\" : \"%s\"\n" " }\n" " ],\n", Context.MeshName ); // Write animations if (Context.IsSkeletal() && Context.SkelMesh->Anim) { ExportAnimations(Context, Ar); } // Write buffers int bufferLength = 0; for (int i = 0; i < Context.Data.Num(); i++) { bufferLength += Context.Data[i].DataSize; } Ar.Printf( " \"buffers\" : [\n" " {\n" " \"uri\" : \"%s.bin\",\n" " \"byteLength\" : %d\n" " }\n" " ],\n", Context.MeshName, bufferLength ); // Write bufferViews Ar.Printf( " \"bufferViews\" : [\n" ); int bufferOffset = 0; for (int i = 0; i < Context.Data.Num(); i++) { const BufferData& B = Context.Data[i]; Ar.Printf( " {\n" " \"buffer\" : 0,\n" " \"byteOffset\" : %d,\n" " \"byteLength\" : %d\n" " }%s\n", bufferOffset, B.DataSize, i == (Context.Data.Num()-1) ? "" : "," ); bufferOffset += B.DataSize; } Ar.Printf( " ],\n" ); // Write accessors Ar.Printf( " \"accessors\" : [\n" ); for (int i = 0; i < Context.Data.Num(); i++) { const BufferData& B = Context.Data[i]; Ar.Printf( " {\n" " \"bufferView\" : %d,\n", i ); if (B.bNormalized) { Ar.Printf(" \"normalized\" : true,\n"); } if (B.BoundsMin.Len()) { Ar.Printf( " \"min\" : %s,\n" " \"max\" : %s,\n", *B.BoundsMin, *B.BoundsMax ); } Ar.Printf( " \"componentType\" : %d,\n" " \"count\" : %d,\n" " \"type\" : \"%s\"\n" " }%s\n", B.ComponentType, B.Count, B.Type, i == (Context.Data.Num()-1) ? "" : "," ); } Ar.Printf( " ]\n" ); // Write binary data guard(WriteBIN); for (int i = 0; i < Context.Data.Num(); i++) { const BufferData& B = Context.Data[i]; #if MAX_DEBUG assert(B.FillCount == B.Count); #endif Ar2.Serialize(B.Data, B.DataSize); } unguard; // Closing brace Ar.Printf("}\n"); unguard; }
static void ExportAnimations(ExportContext& Context, FArchive& Ar) { guard(ExportAnimations); const CAnimSet* Anim = Context.SkelMesh->Anim; int NumBones = Context.SkelMesh->RefSkeleton.Num(); // Build mesh to anim bone map TArray<int> BoneMap; BoneMap.Init(-1, NumBones); TArray<int> AnimBones; AnimBones.Empty(NumBones); for (int i = 0; i < NumBones; i++) { const CSkelMeshBone &B = Context.SkelMesh->RefSkeleton[i]; for (int j = 0; j < Anim->TrackBoneNames.Num(); j++) { if (!stricmp(B.Name, Anim->TrackBoneNames[j])) { BoneMap[i] = j; // lookup CAnimSet bone by mesh bone index AnimBones.Add(i); // indicate that the bone has animation break; } } } Ar.Printf( " \"animations\" : [\n" ); int FirstDataIndex = Context.Data.Num(); // Iterate over all animations for (int SeqIndex = 0; SeqIndex < Anim->Sequences.Num(); SeqIndex++) { const CAnimSequence &Seq = *Anim->Sequences[SeqIndex]; Ar.Printf( " {\n" " \"name\" : \"%s\",\n", *Seq.Name ); struct AnimSampler { enum ChannelType { TRANSLATION, ROTATION }; int BoneNodeIndex; ChannelType Type; const CAnimTrack* Track; }; TArray<AnimSampler> Samplers; Samplers.Empty(AnimBones.Num() * 2); //!! Optimization: //!! 1. there will be missing tracks (AnimRotationOnly etc) - drop such samplers //!! 2. store all time tracks in a single BufferView, all rotation tracks in another, and all position track in 3rd one - this //!! will reduce amount of BufferViews in json text (combine them by data type) // Prepare channels array Ar.Printf(" \"channels\" : [\n"); for (int BoneIndex = 0; BoneIndex < AnimBones.Num(); BoneIndex++) { int MeshBoneIndex = AnimBones[BoneIndex]; int AnimBoneIndex = BoneMap[MeshBoneIndex]; const CAnimTrack* Track = Seq.Tracks[AnimBoneIndex]; int TranslationSamplerIndex = Samplers.Num(); AnimSampler* Sampler = new (Samplers) AnimSampler; Sampler->Type = AnimSampler::TRANSLATION; Sampler->BoneNodeIndex = MeshBoneIndex + FIRST_BONE_NODE; Sampler->Track = Track; int RotationSamplerIndex = Samplers.Num(); Sampler = new (Samplers) AnimSampler; Sampler->Type = AnimSampler::ROTATION; Sampler->BoneNodeIndex = MeshBoneIndex + FIRST_BONE_NODE; Sampler->Track = Track; // Print glTF information. Not using usual formatting here to make output a little bit more compact. Ar.Printf( " { \"sampler\" : %d, \"target\" : { \"node\" : %d, \"path\" : \"%s\" } },\n", TranslationSamplerIndex, MeshBoneIndex + FIRST_BONE_NODE, "translation" ); Ar.Printf( " { \"sampler\" : %d, \"target\" : { \"node\" : %d, \"path\" : \"%s\" } }%s\n", RotationSamplerIndex, MeshBoneIndex + FIRST_BONE_NODE, "rotation", BoneIndex == AnimBones.Num()-1 ? "" : "," ); } Ar.Printf(" ],\n"); // Prepare samplers Ar.Printf(" \"samplers\" : [\n"); for (int SamplerIndex = 0; SamplerIndex < Samplers.Num(); SamplerIndex++) { const AnimSampler& Sampler = Samplers[SamplerIndex]; // Prepare time array const TArray<float>* TimeArray = (Sampler.Type == AnimSampler::TRANSLATION) ? &Sampler.Track->KeyPosTime : &Sampler.Track->KeyQuatTime; if (TimeArray->Num() == 0) { // For this situation, use track's time array TimeArray = &Sampler.Track->KeyTime; } int NumKeys = Sampler.Type == (AnimSampler::TRANSLATION) ? Sampler.Track->KeyPos.Num() : Sampler.Track->KeyQuat.Num(); int TimeBufIndex = Context.Data.AddZeroed(); BufferData& TimeBuf = Context.Data[TimeBufIndex]; TimeBuf.Setup(NumKeys, "SCALAR", BufferData::FLOAT, sizeof(float)); float RateScale = 1.0f / Seq.Rate; float LastFrameTime = 0; if (TimeArray->Num() == 0 || NumKeys == 1) { // Fill with equally spaced values for (int i = 0; i < NumKeys; i++) { TimeBuf.Put(i * RateScale); } LastFrameTime = NumKeys-1; } else { for (int i = 0; i < TimeArray->Num(); i++) { TimeBuf.Put((*TimeArray)[i] * RateScale); } LastFrameTime = (*TimeArray)[TimeArray->Num()-1]; } // Prepare min/max values for time track, it's required by glTF standard TimeBuf.BoundsMin = "[ 0 ]"; char buf[64]; appSprintf(ARRAY_ARG(buf), "[ %g ]", LastFrameTime * RateScale); TimeBuf.BoundsMax = buf; // Try to reuse TimeBuf from previous tracks TimeBufIndex = Context.GetFinalIndexForLastBlock(FirstDataIndex); // Prepare data int DataBufIndex = Context.Data.AddZeroed(); BufferData& DataBuf = Context.Data[DataBufIndex]; if (Sampler.Type == AnimSampler::TRANSLATION) { // Translation track DataBuf.Setup(NumKeys, "VEC3", BufferData::FLOAT, sizeof(CVec3)); for (int i = 0; i < NumKeys; i++) { CVec3 Pos = Sampler.Track->KeyPos[i]; TransformPosition(Pos); DataBuf.Put(Pos); } } else { // Rotation track DataBuf.Setup(NumKeys, "VEC4", BufferData::FLOAT, sizeof(CQuat)); for (int i = 0; i < NumKeys; i++) { CQuat Rot = Sampler.Track->KeyQuat[i]; TransformRotation(Rot); if (Sampler.BoneNodeIndex - FIRST_BONE_NODE == 0) { Rot.Conjugate(); } DataBuf.Put(Rot); } } // Try to reuse data block as well DataBufIndex = Context.GetFinalIndexForLastBlock(FirstDataIndex); // Write glTF info Ar.Printf( " { \"input\" : %d, \"output\" : %d }%s\n", TimeBufIndex, DataBufIndex, SamplerIndex == Samplers.Num()-1 ? "" : "," ); } Ar.Printf(" ]\n"); Ar.Printf(" }%s\n", SeqIndex == Anim->Sequences.Num()-1 ? "" : ","); } Ar.Printf(" ],\n"); unguard; }
static void ExportSkinData(ExportContext& Context, const CSkelMeshLod& Lod, FArchive& Ar) { guard(ExportSkinData); int numBones = Context.SkelMesh->RefSkeleton.Num(); int MatrixBufIndex = Context.Data.AddZeroed(); BufferData& MatrixBuf = Context.Data[MatrixBufIndex]; MatrixBuf.Setup(numBones, "MAT4", BufferData::FLOAT, sizeof(CMat4)); Ar.Printf( " \"nodes\" : [\n" " {\n" " \"name\" : \"%s\",\n" " \"mesh\" : 0,\n" " \"skin\" : 0,\n" " \"children\" : [ 1 ]\n" " },\n", Context.MeshName); TArray<CCoords> BoneCoords; BoneCoords.AddZeroed(numBones); for (int boneIndex = 0; boneIndex < numBones; boneIndex++) { const CSkelMeshBone& B = Context.SkelMesh->RefSkeleton[boneIndex]; // Find all children TStaticArray<int, 32> children; for (int j = 0; j < numBones; j++) { if (boneIndex == j) continue; const CSkelMeshBone& B2 = Context.SkelMesh->RefSkeleton[j]; if (B2.ParentIndex == boneIndex) { children.Add(j); } } Ar.Printf( " {\n" " \"name\" : \"%s\",\n", *B.Name ); // Write children if (children.Num()) { Ar.Printf(" \"children\" : [ %d", children[0]+FIRST_BONE_NODE); for (int j = 1; j < children.Num(); j++) { Ar.Printf(", %d", children[j]+FIRST_BONE_NODE); } Ar.Printf(" ],\n"); } // Bone transform CVec3 bonePos = B.Position; CQuat boneRot = B.Orientation; if (boneIndex == 0) { boneRot.Conjugate(); } TransformPosition(bonePos); TransformRotation(boneRot); Ar.Printf( " \"translation\" : [ %g, %g, %g ],\n" " \"rotation\" : [ %g, %g, %g, %g ]\n", bonePos[0], bonePos[1], bonePos[2], boneRot.x, boneRot.y, boneRot.z, boneRot.w ); boneRot.w *= -1; CCoords& BC = BoneCoords[boneIndex]; BC.origin = bonePos; boneRot.ToAxis(BC.axis); if (boneIndex) { // World coordinate BoneCoords[B.ParentIndex].UnTransformCoords(BC, BC); } CCoords InvCoords; InvertCoords(BC, InvCoords); CMat4 BC4x4(InvCoords); MatrixBuf.Put(BC4x4); // Closing brace Ar.Printf( " }%s\n", boneIndex == (numBones-1) ? "" : "," ); } // Close "nodes" array Ar.Printf(" ],\n"); // Make "skins" Ar.Printf( " \"skins\" : [\n" " {\n" " \"inverseBindMatrices\" : %d,\n" " \"skeleton\" : 1,\n" " \"joints\" : [", MatrixBufIndex ); for (int i = 0; i < numBones; i++) { if ((i & 31) == 0) Ar.Printf("\n "); Ar.Printf("%d%s", i+FIRST_BONE_NODE, (i == numBones-1) ? "" : ","); } Ar.Printf( "\n" " ]\n" " }\n" " ],\n" ); unguard; }
static void ExportSection(ExportContext& Context, const CBaseMeshLod& Lod, const CMeshVertex* Verts, int SectonIndex, FArchive& Ar) { guard(ExportSection); int VertexSize = Context.IsSkeletal() ? sizeof(CSkelMeshVertex) : sizeof(CStaticMeshVertex); const CMeshSection& S = Lod.Sections[SectonIndex]; bool bLast = (SectonIndex == Lod.Sections.Num()-1); // Remap section indices to local indices CIndexBuffer::IndexAccessor_t GetIndex = Lod.Indices.GetAccessor(); TArray<int> indexRemap; // old vertex index -> new vertex index indexRemap.Init(-1, Lod.NumVerts); int numLocalVerts = 0; int numLocalIndices = S.NumFaces * 3; for (int idx = 0; idx < numLocalIndices; idx++) { int vertIndex = GetIndex(S.FirstIndex + idx); if (indexRemap[vertIndex] == -1) { indexRemap[vertIndex] = numLocalVerts++; } } // Prepare buffers int IndexBufIndex = Context.Data.AddZeroed(); int PositionBufIndex = Context.Data.AddZeroed(); int NormalBufIndex = Context.Data.AddZeroed(); int TangentBufIndex = Context.Data.AddZeroed(); int BonesBufIndex = -1; int WeightsBufIndex = -1; if (Context.IsSkeletal()) { BonesBufIndex = Context.Data.AddZeroed(); WeightsBufIndex = Context.Data.AddZeroed(); } int UVBufIndex[MAX_MESH_UV_SETS]; for (int i = 0; i < Lod.NumTexCoords; i++) { UVBufIndex[i] = Context.Data.AddZeroed(); } BufferData& IndexBuf = Context.Data[IndexBufIndex]; BufferData& PositionBuf = Context.Data[PositionBufIndex]; BufferData& NormalBuf = Context.Data[NormalBufIndex]; BufferData& TangentBuf = Context.Data[TangentBufIndex]; BufferData* UVBuf[MAX_MESH_UV_SETS]; BufferData* BonesBuf = NULL; BufferData* WeightsBuf = NULL; PositionBuf.Setup(numLocalVerts, "VEC3", BufferData::FLOAT, sizeof(CVec3)); NormalBuf.Setup(numLocalVerts, "VEC3", BufferData::FLOAT, sizeof(CVec3)); TangentBuf.Setup(numLocalVerts, "VEC4", BufferData::FLOAT, sizeof(CVec4)); for (int i = 0; i < Lod.NumTexCoords; i++) { UVBuf[i] = &Context.Data[UVBufIndex[i]]; UVBuf[i]->Setup(numLocalVerts, "VEC2", BufferData::FLOAT, sizeof(CMeshUVFloat)); } if (Context.IsSkeletal()) { BonesBuf = &Context.Data[BonesBufIndex]; WeightsBuf = &Context.Data[WeightsBufIndex]; BonesBuf->Setup(numLocalVerts, "VEC4", BufferData::UNSIGNED_SHORT, sizeof(uint16)*4); WeightsBuf->Setup(numLocalVerts, "VEC4", BufferData::UNSIGNED_BYTE, sizeof(uint32), /*InNormalized=*/ true); } // Prepare and build indices TArray<int> localIndices; localIndices.AddUninitialized(numLocalIndices); int* pIndex = localIndices.GetData(); for (int i = 0; i < numLocalIndices; i++) { *pIndex++ = GetIndex(S.FirstIndex + i); } if (numLocalVerts <= 65536) { IndexBuf.Setup(numLocalIndices, "SCALAR", BufferData::UNSIGNED_SHORT, sizeof(uint16)); for (int idx = 0; idx < numLocalIndices; idx++) { IndexBuf.Put<uint16>(indexRemap[localIndices[idx]]); } } else { IndexBuf.Setup(numLocalIndices, "SCALAR", BufferData::UNSIGNED_INT, sizeof(uint32)); for (int idx = 0; idx < numLocalIndices; idx++) { IndexBuf.Put<uint32>(indexRemap[localIndices[idx]]); } } // Build reverse index map for fast lookup of vertex by its new index. // It maps new vertex index to old vertex index. TArray<int> revIndexMap; revIndexMap.AddUninitialized(numLocalVerts); for (int i = 0; i < indexRemap.Num(); i++) { int newIndex = indexRemap[i]; if (newIndex != -1) { revIndexMap[newIndex] = i; } } // Build vertices for (int i = 0; i < numLocalVerts; i++) { int vertIndex = revIndexMap[i]; const CMeshVertex& V = VERT(vertIndex); CVec3 Position = V.Position; CVec4 Normal, Tangent; Unpack(Normal, V.Normal); Unpack(Tangent, V.Tangent); // Unreal (and we are) using normal.w for computing binormal. glTF // uses tangent.w for that. Make this value exactly 1.0 of -1.0 to make glTF // validator happy. #if 0 // There's some problem: V.Normal.W == 0x80 -> -1.008 instead of -1.0 if (Normal.w > 1.001 || Normal.w < -1.001) { appError("%X -> %g\n", V.Normal.Data, Normal.w); } #endif Tangent.w = (Normal.w < 0) ? -1 : 1; TransformPosition(Position); TransformDirection(Normal); TransformDirection(Tangent); Normal.Normalize(); Tangent.Normalize(); // Fill buffers PositionBuf.Put(Position); NormalBuf.Put(Normal.xyz); TangentBuf.Put(Tangent); UVBuf[0]->Put(V.UV); } // Compute bounds for PositionBuf CVec3 Mins, Maxs; ComputeBounds((CVec3*)PositionBuf.Data, numLocalVerts, sizeof(CVec3), Mins, Maxs); char buf[256]; appSprintf(ARRAY_ARG(buf), "[ %g, %g, %g ]", VECTOR_ARG(Mins)); PositionBuf.BoundsMin = buf; appSprintf(ARRAY_ARG(buf), "[ %g, %g, %g ]", VECTOR_ARG(Maxs)); PositionBuf.BoundsMax = buf; if (Context.IsSkeletal()) { for (int i = 0; i < numLocalVerts; i++) { int vertIndex = revIndexMap[i]; const CMeshVertex& V0 = VERT(vertIndex); const CSkelMeshVertex& V = static_cast<const CSkelMeshVertex&>(V0); int16 Bones[NUM_INFLUENCES]; static_assert(NUM_INFLUENCES == 4, "Code designed for 4 influences"); static_assert(sizeof(Bones) == sizeof(V.Bone), "Unexpected V.Bones size"); memcpy(Bones, V.Bone, sizeof(Bones)); for (int j = 0; j < NUM_INFLUENCES; j++) { // We have INDEX_NONE as list terminator, should replace with something else for glTF if (Bones[j] == INDEX_NONE) { Bones[j] = 0; } } BonesBuf->Put(*(uint64*)&Bones); WeightsBuf->Put(V.PackedWeights); } } // Secondary UVs for (int uvIndex = 1; uvIndex < Lod.NumTexCoords; uvIndex++) { BufferData* pBuf = UVBuf[uvIndex]; const CMeshUVFloat* srcUV = Lod.ExtraUV[uvIndex-1]; for (int i = 0; i < numLocalVerts; i++) { int vertIndex = revIndexMap[i]; pBuf->Put(srcUV[vertIndex]); } } // Write primitive information to json Ar.Printf( " {\n" " \"attributes\" : {\n" " \"POSITION\" : %d,\n" " \"NORMAL\" : %d,\n" " \"TANGENT\" : %d,\n", PositionBufIndex, NormalBufIndex, TangentBufIndex ); if (Context.IsSkeletal()) { Ar.Printf( " \"JOINTS_0\" : %d,\n" " \"WEIGHTS_0\" : %d,\n", BonesBufIndex, WeightsBufIndex ); } for (int i = 0; i < Lod.NumTexCoords; i++) { Ar.Printf( " \"TEXCOORD_%d\" : %d%s\n", i, UVBufIndex[i], i < (Lod.NumTexCoords-1) ? "," : "" ); } Ar.Printf( " },\n" " \"indices\" : %d,\n" " \"material\" : %d\n" " }%s\n", IndexBufIndex, SectonIndex, SectonIndex < (Lod.Sections.Num()-1) ? "," : "" ); unguard; }