示例#1
0
	/**
	 * Converts a COLLADA XML document into the PMD mesh format.
	 *
	 * @param input XML document to parse
	 * @param output callback for writing the PMD data; called lots of times
	 *               with small strings
	 * @param xmlErrors output - errors reported by the XML parser
	 * @throws ColladaException on failure
	 */
	static void ColladaToPMD(const char* input, OutputCB& output, std::string& xmlErrors)
	{
		CommonConvert converter(input, xmlErrors);

		if (converter.GetInstance().GetEntity()->GetType() == FCDEntity::GEOMETRY)
		{
			Log(LOG_INFO, "Found static geometry");

			FCDGeometryPolygons* polys = GetPolysFromGeometry((FCDGeometry*)converter.GetInstance().GetEntity());

			// Convert the geometry into a suitable form for the game
			ReindexGeometry(polys);

			std::vector<VertexBlend> boneWeights;	// unused
			std::vector<BoneTransform> boneTransforms;	// unused
			std::vector<PropPoint> propPoints;

			// Get the raw vertex data

			FCDGeometryPolygonsInput* inputPosition = polys->FindInput(FUDaeGeometryInput::POSITION);
			FCDGeometryPolygonsInput* inputNormal   = polys->FindInput(FUDaeGeometryInput::NORMAL);
			FCDGeometryPolygonsInput* inputTexcoord = polys->FindInput(FUDaeGeometryInput::TEXCOORD);

			const uint32* indicesCombined = inputPosition->GetIndices();
			size_t indicesCombinedCount = inputPosition->GetIndexCount();
			// (ReindexGeometry guarantees position/normal/texcoord have the same indexes)

			FCDGeometrySource* sourcePosition = inputPosition->GetSource();
			FCDGeometrySource* sourceNormal   = inputNormal  ->GetSource();
			FCDGeometrySource* sourceTexcoord = inputTexcoord->GetSource();

			float* dataPosition = sourcePosition->GetData();
			float* dataNormal   = sourceNormal  ->GetData();
			float* dataTexcoord = sourceTexcoord->GetData();
			size_t vertexCount = sourcePosition->GetDataCount() / 3;
			assert(sourcePosition->GetDataCount() == vertexCount*3);
			assert(sourceNormal  ->GetDataCount() == vertexCount*3);
			assert(sourceTexcoord->GetDataCount() == vertexCount*2);

			// Transform mesh coordinate system to game coordinates
			// (doesn't modify prop points)

			TransformStaticModel(dataPosition, dataNormal, vertexCount, converter.GetEntityTransform(), converter.IsYUp());

			// Add static prop points
			//	which are empty child nodes of the main parent

			// Default prop points are already given in game coordinates
			AddDefaultPropPoints(propPoints);
			
			// Calculate transform to convert from COLLADA-defined up_axis to Z-up because
			//	it's relatively straightforward to convert that to game coordinates
			FMMatrix44 upAxisTransform = FMMatrix44_Identity;
			if (converter.IsYUp())
			{
				// Prop points are rotated -90 degrees about the X-axis, reverse that rotation
				// (do this once now because it's easier than messing with quaternions later)
				upAxisTransform = FMMatrix44::XAxisRotationMatrix(1.57f);
			}

			AddStaticPropPoints(propPoints, upAxisTransform, converter.GetInstance().GetParent());

			WritePMD(output, indicesCombined, indicesCombinedCount, dataPosition, dataNormal, dataTexcoord, vertexCount, boneWeights, boneTransforms, propPoints);
		}
		else if (converter.GetInstance().GetType() == FCDEntityInstance::CONTROLLER)
		{
			Log(LOG_INFO, "Found skinned geometry");

			FCDControllerInstance& controllerInstance = static_cast<FCDControllerInstance&>(converter.GetInstance());

			// (NB: GetType is deprecated and should be replaced with HasType,
			// except that has irritating linker errors when using a DLL, so don't
			// bother)
			
			assert(converter.GetInstance().GetEntity()->GetType() == FCDEntity::CONTROLLER); // assume this is always true?
			FCDController* controller = static_cast<FCDController*>(converter.GetInstance().GetEntity());

			FCDSkinController* skin = controller->GetSkinController();
			REQUIRE(skin != NULL, "is skin controller");

			FixSkeletonRoots(controllerInstance);

			// Data for joints is stored in two places - avoid overflows by limiting
			// to the minimum of the two sizes, and warn if they're different (which
			// happens in practice for slightly-broken meshes)
			size_t jointCount = std::min(skin->GetJointCount(), controllerInstance.GetJointCount());
			if (skin->GetJointCount() != controllerInstance.GetJointCount())
			{
				Log(LOG_WARNING, "Mismatched bone counts (skin has %d, skeleton has %d)", 
					skin->GetJointCount(), controllerInstance.GetJointCount());
				for (size_t i = 0; i < skin->GetJointCount(); ++i)
					Log(LOG_INFO, "Skin joint %d: %s", i, skin->GetJoint(i)->GetId().c_str());
				for (size_t i = 0; i < controllerInstance.GetJointCount(); ++i)
					Log(LOG_INFO, "Skeleton joint %d: %s", i, controllerInstance.GetJoint(i)->GetName().c_str());
			}

			// Get the skinned mesh for this entity
			FCDGeometry* baseGeometry = controller->GetBaseGeometry();
			REQUIRE(baseGeometry != NULL, "controller has base geometry");
			FCDGeometryPolygons* polys = GetPolysFromGeometry(baseGeometry);

			// Make sure it doesn't use more bones per vertex than the game can handle
			SkinReduceInfluences(skin, maxInfluences, 0.001f);

			// Convert the geometry into a suitable form for the game
			ReindexGeometry(polys, skin);

			const Skeleton& skeleton = FindSkeleton(controllerInstance);

			// Convert the bone influences into VertexBlend structures for the PMD:

			bool hasComplainedAboutNonexistentJoints = false; // because we want to emit a warning only once

			std::vector<VertexBlend> boneWeights; // one per vertex

			const FCDSkinControllerVertex* vertexInfluences = skin->GetVertexInfluences();
			for (size_t i = 0; i < skin->GetInfluenceCount(); ++i)
			{
				VertexBlend influences = defaultInfluences;

				assert(vertexInfluences[i].GetPairCount() <= maxInfluences);
					// guaranteed by ReduceInfluences; necessary for avoiding
					// out-of-bounds writes to the VertexBlend

				for (size_t j = 0; j < vertexInfluences[i].GetPairCount(); ++j)
				{
					uint32 jointIdx = vertexInfluences[i].GetPair(j)->jointIndex;
					REQUIRE(jointIdx <= 0xFF, "sensible number of joints (<256)"); // because we only have a u8 to store them in

					// Find the joint on the skeleton, after checking it really exists
					FCDSceneNode* joint = NULL;
					if (jointIdx < controllerInstance.GetJointCount())
						joint = controllerInstance.GetJoint(jointIdx);

					// Complain on error
					if (! joint)
					{
						if (! hasComplainedAboutNonexistentJoints)
						{
							Log(LOG_WARNING, "Vertexes influenced by nonexistent joint");
							hasComplainedAboutNonexistentJoints = true;
						}
						continue;
					}

					// Store into the VertexBlend
					int boneId = skeleton.GetBoneID(joint->GetName().c_str());
					if (boneId < 0)
					{
						// The relevant joint does exist, but it's not a recognised
						// bone in our chosen skeleton structure
						Log(LOG_ERROR, "Vertex influenced by unrecognised bone '%s'", joint->GetName().c_str());
						continue;
					}

					influences.bones[j] = (uint8)boneId;
					influences.weights[j] = vertexInfluences[i].GetPair(j)->weight;
				}

				boneWeights.push_back(influences);
			}

			// Convert the bind pose into BoneTransform structures for the PMD:

			BoneTransform boneDefault  = { { 0, 0, 0 }, { 0, 0, 0, 1 } }; // identity transform
			std::vector<BoneTransform> boneTransforms (skeleton.GetBoneCount(), boneDefault);

			for (size_t i = 0; i < jointCount; ++i)
			{
				FCDSceneNode* joint = controllerInstance.GetJoint(i);

				int boneId = skeleton.GetRealBoneID(joint->GetName().c_str());
				if (boneId < 0)
				{
					// unrecognised joint - it's probably just a prop point
					// or something, so ignore it
					continue;
				}

				FMMatrix44 bindPose = skin->GetJoint(i)->GetBindPoseInverse().Inverted();

				HMatrix matrix;
				memcpy(matrix, bindPose.Transposed().m, sizeof(matrix));
					// set matrix = bindPose^T, to match what decomp_affine wants

				AffineParts parts;
				decomp_affine(matrix, &parts);

				BoneTransform b = {
					{ parts.t.x, parts.t.y, parts.t.z },
					{ parts.q.x, parts.q.y, parts.q.z, parts.q.w }
				};

				boneTransforms[boneId] = b;
			}

			// Construct the list of prop points.
			// Currently takes all objects that are directly attached to a
			// standard bone, and whose name begins with "prop-" or "prop_".

			std::vector<PropPoint> propPoints;
			AddDefaultPropPoints(propPoints);

			for (size_t i = 0; i < jointCount; ++i)
			{
				FCDSceneNode* joint = controllerInstance.GetJoint(i);

				int boneId = skeleton.GetBoneID(joint->GetName().c_str());
				if (boneId < 0)
				{
					// unrecognised joint name - ignore, same as before
					continue;
				}

				// Check all the objects attached to this bone
				for (size_t j = 0; j < joint->GetChildrenCount(); ++j)
				{
					FCDSceneNode* child = joint->GetChild(j);
					if (child->GetName().find("prop-") != 0 && child->GetName().find("prop_") != 0)
					{
						// doesn't begin with "prop-", so skip it
						continue;
					}
					// Strip off the "prop-" from the name
					std::string propPointName (child->GetName().substr(5));

					Log(LOG_INFO, "Adding prop point %s", propPointName.c_str());

					// Get translation and orientation of local transform

					FMMatrix44 localTransform = child->ToMatrix();

					HMatrix matrix;
					memcpy(matrix, localTransform.Transposed().m, sizeof(matrix));

					AffineParts parts;
					decomp_affine(matrix, &parts);

					// Add prop point to list

					PropPoint p = {
						propPointName,
						{ parts.t.x, parts.t.y, parts.t.z },
						{ parts.q.x, parts.q.y, parts.q.z, parts.q.w },
						(uint8)boneId
					};
					propPoints.push_back(p);
				}
			}

			// Get the raw vertex data

			FCDGeometryPolygonsInput* inputPosition = polys->FindInput(FUDaeGeometryInput::POSITION);
			FCDGeometryPolygonsInput* inputNormal   = polys->FindInput(FUDaeGeometryInput::NORMAL);
			FCDGeometryPolygonsInput* inputTexcoord = polys->FindInput(FUDaeGeometryInput::TEXCOORD);


			const uint32* indicesCombined = inputPosition->GetIndices();
			size_t indicesCombinedCount = inputPosition->GetIndexCount();
			// (ReindexGeometry guarantees position/normal/texcoord have the same indexes)

			FCDGeometrySource* sourcePosition = inputPosition->GetSource();
			FCDGeometrySource* sourceNormal   = inputNormal  ->GetSource();
			FCDGeometrySource* sourceTexcoord = inputTexcoord->GetSource();

			float* dataPosition = sourcePosition->GetData();
			float* dataNormal   = sourceNormal  ->GetData();
			float* dataTexcoord = sourceTexcoord->GetData();
			size_t vertexCount = sourcePosition->GetDataCount() / 3;
			assert(sourcePosition->GetDataCount() == vertexCount*3);
			assert(sourceNormal  ->GetDataCount() == vertexCount*3);
			assert(sourceTexcoord->GetDataCount() == vertexCount*2);

			// Transform model coordinate system to game coordinates

			TransformSkinnedModel(dataPosition, dataNormal, vertexCount, boneTransforms, propPoints,
				converter.GetEntityTransform(), skin->GetBindShapeTransform(),
				converter.IsYUp(), converter.IsXSI());

			WritePMD(output, indicesCombined, indicesCombinedCount, dataPosition, dataNormal, dataTexcoord, vertexCount, boneWeights, boneTransforms, propPoints);
		}
		else
		{
			throw ColladaException("Unrecognised object type");
		}

	}
示例#2
0
void FFbxExporter::ExportAnimTrack(class AMatineeActor* MatineeActor, USkeletalMeshComponent* SkeletalMeshComponent)
{
	static const float SamplingRate = 1.f / DEFAULT_SAMPLERATE;

	float MatineeLength = MatineeActor->MatineeData->InterpLength;
	// show a status update every 1 second worth of samples
	const float UpdateFrequency = 1.0f;
	float NextUpdateTime = UpdateFrequency;

	// find root and find the bone array
	TArray<FbxNode*> BoneNodes;

	if ( FindSkeleton(SkeletalMeshComponent, BoneNodes)==false )
	{
		// error
		return;
	}

	float SampleTime;
	for(SampleTime = 0.f; SampleTime <= MatineeLength; SampleTime += SamplingRate)
	{
		// This will call UpdateSkelPose on the skeletal mesh component to move bones based on animations in the matinee group
		MatineeActor->UpdateInterp( SampleTime, true );

		FbxTime ExportTime;
		ExportTime.SetSecondDouble(SampleTime);

		NextUpdateTime -= SamplingRate;

		if( NextUpdateTime <= 0.0f )
		{
			NextUpdateTime = UpdateFrequency;
			GWarn->StatusUpdate( FMath::RoundToInt( SampleTime ), FMath::RoundToInt(MatineeLength), NSLOCTEXT("FbxExporter", "ExportingToFbxStatus", "Exporting to FBX") );
		}

		// Add the animation data to the bone nodes
		for(int32 BoneIndex = 0; BoneIndex < BoneNodes.Num(); ++BoneIndex)
		{
			FName BoneName = SkeletalMeshComponent->SkeletalMesh->RefSkeleton.GetBoneName(BoneIndex);
			FbxNode* CurrentBoneNode = BoneNodes[BoneIndex];

			// Create the AnimCurves
			FbxAnimCurve* Curves[6];
			Curves[0] = CurrentBoneNode->LclTranslation.GetCurve(AnimLayer, FBXSDK_CURVENODE_COMPONENT_X, true);
			Curves[1] = CurrentBoneNode->LclTranslation.GetCurve(AnimLayer, FBXSDK_CURVENODE_COMPONENT_Y, true);
			Curves[2] = CurrentBoneNode->LclTranslation.GetCurve(AnimLayer, FBXSDK_CURVENODE_COMPONENT_Z, true);

			Curves[3] = CurrentBoneNode->LclRotation.GetCurve(AnimLayer, FBXSDK_CURVENODE_COMPONENT_X, true);
			Curves[4] = CurrentBoneNode->LclRotation.GetCurve(AnimLayer, FBXSDK_CURVENODE_COMPONENT_Y, true);
			Curves[5] = CurrentBoneNode->LclRotation.GetCurve(AnimLayer, FBXSDK_CURVENODE_COMPONENT_Z, true);

			for(int32 i = 0; i < 6; ++i)
			{
				Curves[i]->KeyModifyBegin();
			}

			FTransform BoneTransform = SkeletalMeshComponent->LocalAtoms[BoneIndex];
			FbxVector4 Translation = Converter.ConvertToFbxPos(BoneTransform.GetLocation());
			FbxVector4 Rotation = Converter.ConvertToFbxRot(BoneTransform.GetRotation().Euler());

			int32 lKeyIndex;

			for(int32 i = 0, j=3; i < 3; ++i, ++j)
			{
				lKeyIndex = Curves[i]->KeyAdd(ExportTime);
				Curves[i]->KeySetValue(lKeyIndex, Translation[i]);
				Curves[i]->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);

				lKeyIndex = Curves[j]->KeyAdd(ExportTime);
				Curves[j]->KeySetValue(lKeyIndex, Rotation[i]);
				Curves[j]->KeySetInterpolation(lKeyIndex, FbxAnimCurveDef::eInterpolationCubic);
			}

			for(int32 i = 0; i < 6; ++i)
			{
				Curves[i]->KeyModifyEnd();
			}
		}
	}

	CorrectAnimTrackInterpolation(BoneNodes, AnimLayer);
}