void SketchUpModel::PopulateObject(Scene & Scene) { float * pEntireVertexData = new float[3 * 3 * m_TriangleCount]; float * pEntireNormalData = new float[3 * 3 * m_TriangleCount]; uint8 * pEntireColorData = new uint8[3 * 3 * m_TriangleCount]; float * pEntireLineVertexData = new float[3 * 3 * m_LineCount]; size_t nTriangleNumber = 0; size_t nLineNumber = 0; FCDSceneNode * pNode = m_pDocument->GetVisualSceneRoot(); size_t nMeshCount = m_pDocument->GetGeometryLibrary()->GetEntityCount(); for (size_t nMesh = 0; nMesh < nMeshCount; ++nMesh) { FCDGeometryMesh * pMesh = m_pDocument->GetGeometryLibrary()->GetEntity(nMesh)->GetMesh(); size_t nPolygonsCount = pMesh->GetPolygonsCount(); for (size_t nPolygon = 0; nPolygon < nPolygonsCount; ++nPolygon) { if (pMesh->GetPolygons(nPolygon)->IsTriangles()) { size_t nTriangleCount = pMesh->GetPolygons(nPolygon)->GetFaceCount(); //float * pVertexData = pMesh->GetVertexSource(0)->GetData(); float * pVertexData = pMesh->GetPolygons(nPolygon)->GetInput(0)->GetSource()->GetData(); //float * pNormalData = pMesh->GetSource(1)->GetData(); float * pNormalData = pMesh->GetPolygons(nPolygon)->GetInput(1)->GetSource()->GetData(); uint32 * pVertexIndicies = pMesh->GetPolygons(nPolygon)->GetInput(0)->GetIndices(); uint32 * pNormalIndicies = pMesh->GetPolygons(nPolygon)->GetInput(1)->GetIndices(); //size_t d = pMesh->GetPolygons(nPolygon)->GetInputCount(); //printf("d = %d\n", d); // Material info FCDEffectStandard * effect = nullptr; for (size_t nGeometryInstance = 0; nGeometryInstance < m_pDocument->GetVisualSceneLibrary()->GetEntity(0)->GetChild(0)->GetInstanceCount(); ++nGeometryInstance) { if (pMesh->GetDaeId() == m_pDocument->GetVisualSceneLibrary()->GetEntity(0)->GetChild(0)->GetInstance(nGeometryInstance)->GetEntity()->GetDaeId() && FCDEntityInstance::Type::GEOMETRY == m_pDocument->GetVisualSceneLibrary()->GetEntity(0)->GetChild(0)->GetInstance(nGeometryInstance)->GetType() && 1 <= reinterpret_cast<FCDGeometryInstance *>(m_pDocument->GetVisualSceneLibrary()->GetEntity(0)->GetChild(0)->GetInstance(nGeometryInstance))->GetMaterialInstanceCount()) { effect = dynamic_cast<FCDEffectStandard *>(reinterpret_cast<FCDGeometryInstance *>(m_pDocument->GetVisualSceneLibrary()->GetEntity(0)->GetChild(0)->GetInstance(nGeometryInstance))->GetMaterialInstance(0)->GetMaterial()->GetEffect()->GetProfile(0)); break; } } //if (nullptr == effect) printf("no effect: mesh %d, poly %d\n", nMesh, nPolygon); if (nullptr == effect) effect = dynamic_cast<FCDEffectStandard *>(m_pDocument->GetMaterialLibrary()->GetEntity(0)->GetEffect()->GetProfile(0)); //if (pMesh->GetSourceCount() != 3 || 1 != pMesh->GetVertexSourceCount()) // printf("wth %d source, %d vertex source\n", pMesh->GetSourceCount(), pMesh->GetVertexSourceCount()); /*size_t x = 0; FCDEntityInstance * inst = nullptr; if (pNode->GetChild(nMesh)->GetChildrenCount() == 0) inst = pNode->GetChild(nMesh)->GetInstance(0); else inst = pNode->GetChild(nMesh)->GetChild(0)->GetInstance(0); if (nMesh < 50) { //printf("%d\n", x); //printf("%s\n", inst->GetEntityReference()->GetObjectType().GetTypeName()); printf("%d: %s\n", nMesh, !pNode->GetChild(nMesh)->GetChildrenCount() ? pNode->GetChild(nMesh)->GetDaeId().c_str() : pNode->GetChild(nMesh)->GetChild(0)->GetDaeId().c_str()); printf(" %s\n", pMesh->GetPolygons(nPolygon)->GetMaterialSemantic().c_str()); for (size_t Material = 0; Material < m_pDocument->GetMaterialLibrary()->GetEntityCount(); ++Material) { if (m_pDocument->GetMaterialLibrary()->GetEntity(Material)->GetDaeId() == pMesh->GetPolygons(nPolygon)->GetMaterialSemantic()) { FCDEffectStandard * standardProfile = dynamic_cast<FCDEffectStandard *>(m_pDocument->GetMaterialLibrary()->GetEntity(Material)->GetEffect()->GetProfile(0)); printf(" DiffuseColor().x = %f\n", standardProfile->GetDiffuseColor().x); } } }*/ //printf("GetEffectParameterCount %d\n", m_pDocument->GetEffectLibrary()->GetEntity(400)->GetEffectParameterCount()); /*Wm5::Matrix4f oMatrix(pNode->GetChild(nMesh)->CalculateWorldTransform().m[0][0], pNode->GetChild(nMesh)->CalculateWorldTransform().m[0][1], pNode->GetChild(nMesh)->CalculateWorldTransform().m[0][2], pNode->GetChild(nMesh)->CalculateWorldTransform().m[0][3], pNode->GetChild(nMesh)->CalculateWorldTransform().m[1][0], pNode->GetChild(nMesh)->CalculateWorldTransform().m[1][1], pNode->GetChild(nMesh)->CalculateWorldTransform().m[1][2], pNode->GetChild(nMesh)->CalculateWorldTransform().m[1][3], pNode->GetChild(nMesh)->CalculateWorldTransform().m[2][0], pNode->GetChild(nMesh)->CalculateWorldTransform().m[2][1], pNode->GetChild(nMesh)->CalculateWorldTransform().m[2][2], pNode->GetChild(nMesh)->CalculateWorldTransform().m[2][3], pNode->GetChild(nMesh)->CalculateWorldTransform().m[3][0], pNode->GetChild(nMesh)->CalculateWorldTransform().m[3][1], pNode->GetChild(nMesh)->CalculateWorldTransform().m[3][2], pNode->GetChild(nMesh)->CalculateWorldTransform().m[3][3]); if (pNode->GetChild(nMesh)->GetChildrenCount() > 0) { Wm5::Matrix4f oMatrix1(pNode->GetChild(nMesh)->GetChild(0)->CalculateLocalTransform().m[0][0], pNode->GetChild(nMesh)->GetChild(0)->CalculateLocalTransform().m[0][1], pNode->GetChild(nMesh)->GetChild(0)->CalculateLocalTransform().m[0][2], pNode->GetChild(nMesh)->GetChild(0)->CalculateLocalTransform().m[0][3], pNode->GetChild(nMesh)->GetChild(0)->CalculateLocalTransform().m[1][0], pNode->GetChild(nMesh)->GetChild(0)->CalculateLocalTransform().m[1][1], pNode->GetChild(nMesh)->GetChild(0)->CalculateLocalTransform().m[1][2], pNode->GetChild(nMesh)->GetChild(0)->CalculateLocalTransform().m[1][3], pNode->GetChild(nMesh)->GetChild(0)->CalculateLocalTransform().m[2][0], pNode->GetChild(nMesh)->GetChild(0)->CalculateLocalTransform().m[2][1], pNode->GetChild(nMesh)->GetChild(0)->CalculateLocalTransform().m[2][2], pNode->GetChild(nMesh)->GetChild(0)->CalculateLocalTransform().m[2][3], pNode->GetChild(nMesh)->GetChild(0)->CalculateLocalTransform().m[3][0], pNode->GetChild(nMesh)->GetChild(0)->CalculateLocalTransform().m[3][1], pNode->GetChild(nMesh)->GetChild(0)->CalculateLocalTransform().m[3][2], pNode->GetChild(nMesh)->GetChild(0)->CalculateLocalTransform().m[3][3]); oMatrix = oMatrix1 * oMatrix; }*/ Wm5::Matrix4f oMatrix(Wm5::Matrix4f::IDENTITY); if (fstring::npos != m_pDocument->GetAsset()->GetContributor(0)->GetAuthoringTool().find("Google SketchUp 8")) for (uint8 i = 0; i < 3; ++i) oMatrix[i][i] *= 0.4f; for (size_t nTriangle = 0; nTriangle < nTriangleCount; ++nTriangle) { // Check for and skip degenerate (i.e. zero area) triangles { Wm5::Triangle3f Triangle(Wm5::Vector3f(pVertexData[3 * pVertexIndicies[3 * nTriangle + 0] + 0], pVertexData[3 * pVertexIndicies[3 * nTriangle + 0] + 1], pVertexData[3 * pVertexIndicies[3 * nTriangle + 0] + 2]), Wm5::Vector3f(pVertexData[3 * pVertexIndicies[3 * nTriangle + 1] + 0], pVertexData[3 * pVertexIndicies[3 * nTriangle + 1] + 1], pVertexData[3 * pVertexIndicies[3 * nTriangle + 1] + 2]), Wm5::Vector3f(pVertexData[3 * pVertexIndicies[3 * nTriangle + 2] + 0], pVertexData[3 * pVertexIndicies[3 * nTriangle + 2] + 1], pVertexData[3 * pVertexIndicies[3 * nTriangle + 2] + 2])); bool DegenerateTriangle = IsTriangleDegenerate(Triangle); if (DegenerateTriangle) continue; } #define PREAPPLYMATRIX pEntireColorData[3 * 3 * nTriangleNumber + 0] = static_cast<uint8>(255.999 * effect->GetDiffuseColor().x);// + effect->GetAmbientColor().x - rand()%1000 * 0.0001f;//rand()%1000 * 0.001f; pEntireColorData[3 * 3 * nTriangleNumber + 1] = static_cast<uint8>(255.999 * effect->GetDiffuseColor().y);// + effect->GetAmbientColor().y - rand()%1000 * 0.0001f;//rand()%1000 * 0.001f; pEntireColorData[3 * 3 * nTriangleNumber + 2] = static_cast<uint8>(255.999 * effect->GetDiffuseColor().z);// + effect->GetAmbientColor().z - rand()%1000 * 0.0001f;//rand()%1000 * 0.001f; #ifdef PREAPPLYMATRIX {Wm5::Vector4f oPoint(pNormalData[3 * pNormalIndicies[3 * nTriangle + 0] + 0], pNormalData[3 * pNormalIndicies[3 * nTriangle + 0] + 1], pNormalData[3 * pNormalIndicies[3 * nTriangle + 0] + 2], 0); oPoint = oPoint * oMatrix; oPoint.Normalize(); pEntireNormalData[3 * 3 * nTriangleNumber + 0] = oPoint.X(); pEntireNormalData[3 * 3 * nTriangleNumber + 1] = oPoint.Y(); pEntireNormalData[3 * 3 * nTriangleNumber + 2] = oPoint.Z();} Wm5::Vector4f oPoint1(pVertexData[3 * pVertexIndicies[3 * nTriangle + 0] + 0], pVertexData[3 * pVertexIndicies[3 * nTriangle + 0] + 1], pVertexData[3 * pVertexIndicies[3 * nTriangle + 0] + 2], 1); oPoint1 = oPoint1 * oMatrix; pEntireVertexData[3 * 3 * nTriangleNumber + 0] = oPoint1.X(); pEntireVertexData[3 * 3 * nTriangleNumber + 1] = oPoint1.Y(); pEntireVertexData[3 * 3 * nTriangleNumber + 2] = oPoint1.Z(); #else pEntireNormalData[3 * 3 * nTriangleNumber + 0] = pNormalData[3 * pNormalIndicies[3 * nTriangle + 0] + 0]; pEntireNormalData[3 * 3 * nTriangleNumber + 1] = pNormalData[3 * pNormalIndicies[3 * nTriangle + 0] + 1]; pEntireNormalData[3 * 3 * nTriangleNumber + 2] = pNormalData[3 * pNormalIndicies[3 * nTriangle + 0] + 2]; pEntireVertexData[3 * 3 * nTriangleNumber + 0] = pVertexData[3 * pVertexIndicies[3 * nTriangle + 0] + 0]; pEntireVertexData[3 * 3 * nTriangleNumber + 1] = pVertexData[3 * pVertexIndicies[3 * nTriangle + 0] + 1]; pEntireVertexData[3 * 3 * nTriangleNumber + 2] = pVertexData[3 * pVertexIndicies[3 * nTriangle + 0] + 2]; #endif pEntireColorData[3 * 3 * nTriangleNumber + 3] = static_cast<uint8>(255.999 * effect->GetDiffuseColor().x);// + effect->GetAmbientColor().x - rand()%1000 * 0.0001f;//rand()%1000 * 0.001f; pEntireColorData[3 * 3 * nTriangleNumber + 4] = static_cast<uint8>(255.999 * effect->GetDiffuseColor().y);// + effect->GetAmbientColor().y - rand()%1000 * 0.0001f;//rand()%1000 * 0.001f; pEntireColorData[3 * 3 * nTriangleNumber + 5] = static_cast<uint8>(255.999 * effect->GetDiffuseColor().z);// + effect->GetAmbientColor().z - rand()%1000 * 0.0001f;//rand()%1000 * 0.001f; #ifdef PREAPPLYMATRIX {Wm5::Vector4f oPoint(pNormalData[3 * pNormalIndicies[3 * nTriangle + 1] + 0], pNormalData[3 * pNormalIndicies[3 * nTriangle + 1] + 1], pNormalData[3 * pNormalIndicies[3 * nTriangle + 1] + 2], 0); oPoint = oPoint * oMatrix; oPoint.Normalize(); pEntireNormalData[3 * 3 * nTriangleNumber + 3] = oPoint.X(); pEntireNormalData[3 * 3 * nTriangleNumber + 4] = oPoint.Y(); pEntireNormalData[3 * 3 * nTriangleNumber + 5] = oPoint.Z();} Wm5::Vector4f oPoint2(pVertexData[3 * pVertexIndicies[3 * nTriangle + 1] + 0], pVertexData[3 * pVertexIndicies[3 * nTriangle + 1] + 1], pVertexData[3 * pVertexIndicies[3 * nTriangle + 1] + 2], 1); oPoint2 = oPoint2 * oMatrix; pEntireVertexData[3 * 3 * nTriangleNumber + 3] = oPoint2.X(); pEntireVertexData[3 * 3 * nTriangleNumber + 4] = oPoint2.Y(); pEntireVertexData[3 * 3 * nTriangleNumber + 5] = oPoint2.Z(); #else pEntireNormalData[3 * 3 * nTriangleNumber + 3] = pNormalData[3 * pNormalIndicies[3 * nTriangle + 1] + 0]; pEntireNormalData[3 * 3 * nTriangleNumber + 4] = pNormalData[3 * pNormalIndicies[3 * nTriangle + 1] + 1]; pEntireNormalData[3 * 3 * nTriangleNumber + 5] = pNormalData[3 * pNormalIndicies[3 * nTriangle + 1] + 2]; pEntireVertexData[3 * 3 * nTriangleNumber + 3] = pVertexData[3 * pVertexIndicies[3 * nTriangle + 1] + 0]; pEntireVertexData[3 * 3 * nTriangleNumber + 4] = pVertexData[3 * pVertexIndicies[3 * nTriangle + 1] + 1]; pEntireVertexData[3 * 3 * nTriangleNumber + 5] = pVertexData[3 * pVertexIndicies[3 * nTriangle + 1] + 2]; #endif pEntireColorData[3 * 3 * nTriangleNumber + 6] = static_cast<uint8>(255.999 * effect->GetDiffuseColor().x);// + effect->GetAmbientColor().x - rand()%1000 * 0.0001f;//rand()%1000 * 0.001f; pEntireColorData[3 * 3 * nTriangleNumber + 7] = static_cast<uint8>(255.999 * effect->GetDiffuseColor().y);// + effect->GetAmbientColor().y - rand()%1000 * 0.0001f;//rand()%1000 * 0.001f; pEntireColorData[3 * 3 * nTriangleNumber + 8] = static_cast<uint8>(255.999 * effect->GetDiffuseColor().z);// + effect->GetAmbientColor().z - rand()%1000 * 0.0001f;//rand()%1000 * 0.001f; #ifdef PREAPPLYMATRIX {Wm5::Vector4f oPoint(pNormalData[3 * pNormalIndicies[3 * nTriangle + 2] + 0], pNormalData[3 * pNormalIndicies[3 * nTriangle + 2] + 1], pNormalData[3 * pNormalIndicies[3 * nTriangle + 2] + 2], 0); oPoint = oPoint * oMatrix; oPoint.Normalize(); pEntireNormalData[3 * 3 * nTriangleNumber + 6] = oPoint.X(); pEntireNormalData[3 * 3 * nTriangleNumber + 7] = oPoint.Y(); pEntireNormalData[3 * 3 * nTriangleNumber + 8] = oPoint.Z();} Wm5::Vector4f oPoint3(pVertexData[3 * pVertexIndicies[3 * nTriangle + 2] + 0], pVertexData[3 * pVertexIndicies[3 * nTriangle + 2] + 1], pVertexData[3 * pVertexIndicies[3 * nTriangle + 2] + 2], 1); oPoint3 = oPoint3 * oMatrix; pEntireVertexData[3 * 3 * nTriangleNumber + 6] = oPoint3.X(); pEntireVertexData[3 * 3 * nTriangleNumber + 7] = oPoint3.Y(); pEntireVertexData[3 * 3 * nTriangleNumber + 8] = oPoint3.Z(); #else pEntireNormalData[3 * 3 * nTriangleNumber + 6] = pNormalData[3 * pNormalIndicies[3 * nTriangle + 2] + 0]; pEntireNormalData[3 * 3 * nTriangleNumber + 7] = pNormalData[3 * pNormalIndicies[3 * nTriangle + 2] + 1]; pEntireNormalData[3 * 3 * nTriangleNumber + 8] = pNormalData[3 * pNormalIndicies[3 * nTriangle + 2] + 2]; pEntireVertexData[3 * 3 * nTriangleNumber + 6] = pVertexData[3 * pVertexIndicies[3 * nTriangle + 2] + 0]; pEntireVertexData[3 * 3 * nTriangleNumber + 7] = pVertexData[3 * pVertexIndicies[3 * nTriangle + 2] + 1]; pEntireVertexData[3 * 3 * nTriangleNumber + 8] = pVertexData[3 * pVertexIndicies[3 * nTriangle + 2] + 2]; #endif ++nTriangleNumber; } } else if (FCDGeometryPolygons::PrimitiveType::LINES == pMesh->GetPolygons(nPolygon)->GetPrimitiveType()) { size_t nLineCount = pMesh->GetPolygons(nPolygon)->GetInput(0)->GetIndexCount() / 2; //float * pLineVertexData = pMesh->GetVertexSource(0)->GetData(); float * pLineVertexData = pMesh->GetPolygons(nPolygon)->GetInput(0)->GetSource()->GetData(); uint32 * pLineVertexIndicies = pMesh->GetPolygons(nPolygon)->GetInput(0)->GetIndices(); Wm5::Matrix4f oMatrix(Wm5::Matrix4f::IDENTITY); if (fstring::npos != m_pDocument->GetAsset()->GetContributor(0)->GetAuthoringTool().find("Google SketchUp 8")) for (uint8 i = 0; i < 3; ++i) oMatrix[i][i] *= 0.4f; for (size_t nLine = 0; nLine < nLineCount; ++nLine) { #ifdef PREAPPLYMATRIX {Wm5::Vector4f oPoint(pLineVertexData[3 * pLineVertexIndicies[2 * nLine + 0] + 0], pLineVertexData[3 * pLineVertexIndicies[2 * nLine + 0] + 1], pLineVertexData[3 * pLineVertexIndicies[2 * nLine + 0] + 2], 0); oPoint = oPoint * oMatrix; pEntireLineVertexData[2 * 3 * nLineNumber + 0] = oPoint.X(); pEntireLineVertexData[2 * 3 * nLineNumber + 1] = oPoint.Y(); pEntireLineVertexData[2 * 3 * nLineNumber + 2] = oPoint.Z();} {Wm5::Vector4f oPoint(pLineVertexData[3 * pLineVertexIndicies[2 * nLine + 1] + 0], pLineVertexData[3 * pLineVertexIndicies[2 * nLine + 1] + 1], pLineVertexData[3 * pLineVertexIndicies[2 * nLine + 1] + 2], 0); oPoint = oPoint * oMatrix; pEntireLineVertexData[2 * 3 * nLineNumber + 3] = oPoint.X(); pEntireLineVertexData[2 * 3 * nLineNumber + 4] = oPoint.Y(); pEntireLineVertexData[2 * 3 * nLineNumber + 5] = oPoint.Z();} #else pEntireLineVertexData[2 * 3 * nLineNumber + 0] = pLineVertexData[3 * pLineVertexIndicies[2 * nLine + 0] + 0]; pEntireLineVertexData[2 * 3 * nLineNumber + 1] = pLineVertexData[3 * pLineVertexIndicies[2 * nLine + 0] + 1]; pEntireLineVertexData[2 * 3 * nLineNumber + 2] = pLineVertexData[3 * pLineVertexIndicies[2 * nLine + 0] + 2]; pEntireLineVertexData[2 * 3 * nLineNumber + 3] = pLineVertexData[3 * pLineVertexIndicies[2 * nLine + 1] + 0]; pEntireLineVertexData[2 * 3 * nLineNumber + 4] = pLineVertexData[3 * pLineVertexIndicies[2 * nLine + 1] + 1]; pEntireLineVertexData[2 * 3 * nLineNumber + 5] = pLineVertexData[3 * pLineVertexIndicies[2 * nLine + 1] + 2]; #endif ++nLineNumber; } } } } // Populate Object float * pVertexData, * pNormalData, * pTextureCoordData, * pLineVertexData; uint8 * pColorData; Scene.PopulateObjectPointers(pVertexData, pNormalData, pColorData, pTextureCoordData, pLineVertexData); memcpy(pVertexData, pEntireVertexData, 3 * 3 * m_TriangleCount * sizeof(*pEntireVertexData)); memcpy(pNormalData, pEntireNormalData, 3 * 3 * m_TriangleCount * sizeof(*pEntireNormalData)); memcpy(pColorData, pEntireColorData, 3 * 3 * m_TriangleCount * sizeof(*pEntireColorData)); memset(pTextureCoordData, 0, 2 * 3 * m_TriangleCount * sizeof(*pTextureCoordData)); memcpy(pLineVertexData, pEntireLineVertexData, 2 * 3 * m_LineCount * sizeof(*pEntireLineVertexData)); Scene.PopulatedObject(m_TriangleCount, m_LineCount); delete[] pEntireVertexData; delete[] pEntireNormalData; delete[] pEntireColorData; delete[] pEntireLineVertexData; }
bool CModelConverter::ReadDAE(const tstring& sFilename) { if (m_pWorkListener) m_pWorkListener->BeginProgress(); FCollada::Initialize(); FCDocument* pDoc = FCollada::NewTopDocument(); if (m_pWorkListener) m_pWorkListener->SetAction("Reading file", 0); if (FCollada::LoadDocumentFromFile(pDoc, convert_to_fstring(sFilename))) { size_t i; FCDocumentTools::StandardizeUpAxisAndLength(pDoc, FMVector3(0, 1, 0)); FCDMaterialLibrary* pMatLib = pDoc->GetMaterialLibrary(); size_t iEntities = pMatLib->GetEntityCount(); if (m_pWorkListener) m_pWorkListener->SetAction("Reading materials", iEntities); for (i = 0; i < iEntities; ++i) { FCDMaterial* pColladaMaterial = pMatLib->GetEntity(i); FCDEffect* pEffect = pColladaMaterial->GetEffect(); size_t iMaterial = m_pScene->AddMaterial(convert_from_fstring(pColladaMaterial->GetName())); CConversionMaterial* pMaterial = m_pScene->GetMaterial(iMaterial); if (pEffect->GetProfileCount() < 1) continue; FCDEffectProfile* pEffectProfile = pEffect->GetProfile(0); FUDaeProfileType::Type eProfileType = pEffectProfile->GetType(); if (eProfileType == FUDaeProfileType::COMMON) { FCDEffectStandard* pStandardProfile = dynamic_cast<FCDEffectStandard*>(pEffectProfile); if (pStandardProfile) { pMaterial->m_vecAmbient = Vector((float*)pStandardProfile->GetAmbientColor()); pMaterial->m_vecDiffuse = Vector((float*)pStandardProfile->GetDiffuseColor()); pMaterial->m_vecSpecular = Vector((float*)pStandardProfile->GetSpecularColor()); pMaterial->m_vecEmissive = Vector((float*)pStandardProfile->GetEmissionColor()); pMaterial->m_flShininess = pStandardProfile->GetShininess(); } } for (size_t j = 0; j < pEffectProfile->GetEffectParameterCount(); j++) { FCDEffectParameter* pEffectParameter = pEffectProfile->GetEffectParameter(j); FCDEffectParameter::Type eType = pEffectParameter->GetType(); if (eType == FCDEffectParameter::SAMPLER) { FCDEffectParameterSampler* pSampler = dynamic_cast<FCDEffectParameterSampler*>(pEffectParameter); if (pSampler) { FCDEffectParameterSurface* pSurface = pSampler->GetSurface(); if (pSurface) { if (pSurface->GetImageCount()) { // Christ Collada why do you have to make things so damn complicated? FCDImage* pImage = pSurface->GetImage(0); pMaterial->m_sDiffuseTexture = convert_from_fstring(pImage->GetFilename()); // Fix up a bug in the Max Collada exporter if (pMaterial->m_sDiffuseTexture.startswith("\\\\C\\")) pMaterial->m_sDiffuseTexture = "C:\\" + pMaterial->m_sDiffuseTexture.substr(4); else if (pMaterial->m_sDiffuseTexture.startswith("\\\\D\\")) pMaterial->m_sDiffuseTexture = "D:\\" + pMaterial->m_sDiffuseTexture.substr(4); } } } } } if (m_pWorkListener) m_pWorkListener->WorkProgress(i+1); } FCDGeometryLibrary* pGeoLib = pDoc->GetGeometryLibrary(); iEntities = pGeoLib->GetEntityCount(); if (m_pWorkListener) m_pWorkListener->SetAction("Loading entities", iEntities); for (i = 0; i < iEntities; ++i) { FCDGeometry* pGeometry = pGeoLib->GetEntity(i); if (pGeometry->IsMesh()) { size_t j; size_t iMesh = m_pScene->AddMesh(convert_from_fstring(pGeometry->GetName())); CConversionMesh* pMesh = m_pScene->GetMesh(iMesh); pMesh->AddBone(convert_from_fstring(pGeometry->GetName())); FCDGeometryMesh* pGeoMesh = pGeometry->GetMesh(); FCDGeometrySource* pPositionSource = pGeoMesh->GetPositionSource(); size_t iVertexCount = pPositionSource->GetValueCount(); for (j = 0; j < iVertexCount; j++) { const float* pflValues = pPositionSource->GetValue(j); pMesh->AddVertex(pflValues[0], pflValues[1], pflValues[2]); } FCDGeometrySource* pNormalSource = pGeoMesh->FindSourceByType(FUDaeGeometryInput::NORMAL); if (pNormalSource) { iVertexCount = pNormalSource->GetValueCount(); for (j = 0; j < iVertexCount; j++) { const float* pflValues = pNormalSource->GetValue(j); pMesh->AddNormal(pflValues[0], pflValues[1], pflValues[2]); } } FCDGeometrySource* pUVSource = pGeoMesh->FindSourceByType(FUDaeGeometryInput::TEXCOORD); if (pUVSource) { iVertexCount = pUVSource->GetValueCount(); for (j = 0; j < iVertexCount; j++) { const float* pflValues = pUVSource->GetValue(j); pMesh->AddUV(pflValues[0], pflValues[1]); } } for (j = 0; j < pGeoMesh->GetPolygonsCount(); j++) { FCDGeometryPolygons* pPolygons = pGeoMesh->GetPolygons(j); FCDGeometryPolygonsInput* pPositionInput = pPolygons->FindInput(FUDaeGeometryInput::POSITION); FCDGeometryPolygonsInput* pNormalInput = pPolygons->FindInput(FUDaeGeometryInput::NORMAL); FCDGeometryPolygonsInput* pUVInput = pPolygons->FindInput(FUDaeGeometryInput::TEXCOORD); size_t iPositionCount = pPositionInput->GetIndexCount(); uint32* pPositions = pPositionInput->GetIndices(); size_t iNormalCount = 0; uint32* pNormals = NULL; if (pNormalInput) { iNormalCount = pNormalInput->GetIndexCount(); pNormals = pNormalInput->GetIndices(); } size_t iUVCount = 0; uint32* pUVs = NULL; if (pUVInput) { iUVCount = pUVInput->GetIndexCount(); pUVs = pUVInput->GetIndices(); } fm::stringT<fchar> sMaterial = pPolygons->GetMaterialSemantic(); size_t iCurrentMaterial = pMesh->AddMaterialStub(convert_from_fstring(sMaterial)); if (pPolygons->TestPolyType() == 3) { // All triangles! for (size_t k = 0; k < iPositionCount; k+=3) { size_t iFace = pMesh->AddFace(iCurrentMaterial); pMesh->AddVertexToFace(iFace, pPositions[k+0], pUVs?pUVs[k+0]:~0, pNormals?pNormals[k+0]:~0); pMesh->AddVertexToFace(iFace, pPositions[k+1], pUVs?pUVs[k+1]:~0, pNormals?pNormals[k+1]:~0); pMesh->AddVertexToFace(iFace, pPositions[k+2], pUVs?pUVs[k+2]:~0, pNormals?pNormals[k+2]:~0); } } else if (pPolygons->TestPolyType() == 4) { // All quads! for (size_t k = 0; k < iPositionCount; k+=4) { size_t iFace = pMesh->AddFace(iCurrentMaterial); pMesh->AddVertexToFace(iFace, pPositions[k+0], pUVs?pUVs[k+0]:~0, pNormals?pNormals[k+0]:~0); pMesh->AddVertexToFace(iFace, pPositions[k+1], pUVs?pUVs[k+1]:~0, pNormals?pNormals[k+1]:~0); pMesh->AddVertexToFace(iFace, pPositions[k+2], pUVs?pUVs[k+2]:~0, pNormals?pNormals[k+2]:~0); pMesh->AddVertexToFace(iFace, pPositions[k+3], pUVs?pUVs[k+3]:~0, pNormals?pNormals[k+3]:~0); } } else { size_t iFaces = pPolygons->GetFaceCount(); for (size_t k = 0; k < iFaces; k++) { size_t iFace = pMesh->AddFace(iCurrentMaterial); size_t o = pPolygons->GetFaceVertexOffset(k); size_t iFaceVertexCount = pPolygons->GetFaceVertexCount(k); for (size_t v = 0; v < iFaceVertexCount; v++) pMesh->AddVertexToFace(iFace, pPositions[o+v], pUVs?pUVs[o+v]:~0, pNormals?pNormals[o+v]:~0); } } } } if (m_pWorkListener) m_pWorkListener->WorkProgress(i+1); } FCDVisualSceneNodeLibrary* pVisualScenes = pDoc->GetVisualSceneLibrary(); iEntities = pVisualScenes->GetEntityCount(); for (i = 0; i < iEntities; ++i) { FCDSceneNode* pNode = pVisualScenes->GetEntity(i); size_t iScene = m_pScene->AddScene(convert_from_fstring(pNode->GetName())); ReadDAESceneTree(pNode, m_pScene->GetScene(iScene)); } } else { printf("Oops! Some kind of error happened!\n"); return false; } m_pScene->SetWorkListener(m_pWorkListener); m_pScene->CalculateExtends(); for (size_t i = 0; i < m_pScene->GetNumMeshes(); i++) { if (m_bWantEdges) m_pScene->GetMesh(i)->CalculateEdgeData(); if (m_pScene->GetMesh(i)->GetNumNormals() == 0) m_pScene->GetMesh(i)->CalculateVertexNormals(); m_pScene->GetMesh(i)->CalculateVertexTangents(); } pDoc->Release(); FCollada::Release(); if (m_pWorkListener) m_pWorkListener->EndProgress(); return true; }