Scene3DMesh* SGMExporter::ConvertMesh(IGameNode* meshNode) { std::string meshNodeName = StringUtils::ToNarrow(meshNode->GetName()); Log::LogT("exporting node '%s'", meshNodeName.c_str()); IGameMesh *gMesh = (IGameMesh*)meshNode ->GetIGameObject(); assert(gMesh); if (!gMesh ->InitializeData()) { Log::LogT("error: couldnt initialize data, skipping node"); return NULL; } if (!gMesh->IsObjectSkinned()) { Log::LogT("Mesh '%s' is not skinned", meshNodeName.c_str()); meshNode->ReleaseIGameObject(); return NULL; } else Log::LogT("Mesh '%s' is skinned", meshNodeName.c_str()); Scene3DMesh *mesh = new Scene3DMesh(); mesh->id = meshNode->GetNodeID(); mesh->name = StringUtils::ToNarrow(meshNode->GetName()); CollectProperties(mesh, gMesh); IGameMaterial *mat = meshNode ->GetNodeMaterial(); if (mat != NULL) mesh->materialName = StringUtils::ToNarrow(mat->GetMaterialName()); IGameSkin* skin = gMesh->GetIGameSkin(); for (int i = 0; i < skin->GetTotalSkinBoneCount(); i++) mesh->bonesIds.push_back(skin->GetIGameBone(i)->GetNodeID()); for (int i = 0; i < gMesh ->GetNumberOfFaces(); i++) ExtractVertices(skin, gMesh ->GetFace(i), gMesh, mesh->vertices); Log::LogT("Min bones = %d, max bones = %d", dbgMinBonesCount, dbgMaxBonesCount); meshNode ->ReleaseIGameObject(); return mesh; }
bool MaterialExporter::streamMaterial(std::ostream &of) { // serialize this information to the material file MaterialMap::iterator it = m_materialMap.begin(); while (it != m_materialMap.end()) { std::string matName(it->first); IGameMaterial *mtl = it->second; of << "material " << matName << std::endl; of << std::showpoint; of << "{" << std::endl; of << "\ttechnique" << std::endl; of << "\t{" << std::endl; int numSubMtl = 0; if (mtl != NULL) { numSubMtl = mtl->GetSubMaterialCount(); if (numSubMtl > 0) { int i; for (i=0; i<numSubMtl; i++) { streamPass(of, mtl->GetSubMaterial(i)); } } else streamPass(of, mtl); } else { streamPass(of, mtl); } of << "\t}" << std::endl; of << "}" << std::endl; it++; } m_materialMap.clear(); return true; }
void Unreal3DExport::RegisterMaterial( IGameNode* node, IGameMesh* mesh, FaceEx* f, FJSMeshTri* tri ) { tri->TextureNum = f->matID; int matid = f->matID; IGameMaterial* mat = mesh->GetMaterialFromFace(f); if( mat ) { Tab<TSTR*> tokens = TokStr(mat->GetMaterialName(),_T(" \t,;")); for( int i=0; i!=tokens.Count(); ++i ) { if( MatchPattern(*tokens[i],TSTR(_T("F=*")),TRUE) ) { SplitStr(*tokens[i],_T('=')); tri->Flags = static_cast<byte>(_ttoi(tokens[i]->data())); } } tokens.Delete(0,tokens.Count()); if( Materials.Count() <= matid ) { Materials.Append(matid-Materials.Count()+1,&sMaterial::DefaultMaterial); } if( Materials[matid].Mat != mat ) { Materials[matid].Mat = mat; } /*for( int i=0; i!=mat->GetSubMaterialCount(); ++i ) { IGameMaterial* sub = mat->GetSubMaterial(i); if( sub ) { TSTR matname = sub->GetMaterialName(); int subid = mat->GetMaterialID(i); int x = 0; } }*/ } }
void CModelExporter::ExportMesh( IGameNode* pNode ) { IGameMesh* pMesh = (IGameMesh*)pNode->GetIGameObject(); pMesh->SetUseWeightedNormals(); pMesh->InitializeData(); pMesh->InitializeBinormalData(); IGameMaterial* pRootMat = pNode->GetNodeMaterial(); if(pRootMat != NULL) { size_t uMatCnt = 0; GetMaterialCnt(pRootMat, uMatCnt); m_serializer << uMatCnt; for(size_t x = 0; x < uMatCnt; x++) { size_t index = x; int nChildID; IGameMaterial* pParentMat; IGameMaterial* pMat = GetMaterial(index, pRootMat, NULL, -1, &pParentMat, &nChildID); int nMatID = 0; if(pParentMat != NULL) { nMatID = pParentMat->GetMaterialID(nChildID); BEATS_ASSERT(pParentMat->GetSubMaterial(nChildID) == pMat); } if(pMat != NULL) { ExportMeshMaterial(pNode, pMesh, pMat, nMatID, pRootMat->IsMultiType()); ExportMeshVertex(pNode, pMesh,pMat,nMatID,pRootMat->IsMultiType()); } } } }
bool MeshXMLExporter::Export(OutputMap& output) { try { // write XML to a strstream std::stringstream of; while (!m_submeshNames.empty()) m_submeshNames.pop(); if (m_pGame) { m_pGame->ReleaseIGame(); m_pGame = 0; } m_ei->theScene->EnumTree(this); m_pGame = GetIGameInterface(); IGameConversionManager* cm = GetConversionManager(); cm->SetCoordSystem(IGameConversionManager::IGAME_OGL); m_pGame->InitialiseIGame(m_nodeTab, false); m_pGame->SetStaticFrame(0); int nodeCount = m_pGame->GetTopLevelNodeCount(); if (nodeCount == 0) { MessageBox(GetActiveWindow(), "No nodes available to export, aborting...", "Nothing To Export", MB_ICONINFORMATION); m_pGame->ReleaseIGame(); return false; } // if we are writing everything to one file, use the name provided when the user first started the export; // otherwise, create filenames on the basis of the node (submesh) names std::string fileName; IGameNode* node = m_pGame->GetTopLevelNode(0); if (!m_config.getExportMultipleFiles()) fileName = m_config.getExportFilename(); else { fileName = m_config.getExportPath() + "\\"; fileName += node->GetName(); fileName += ".mesh.xml"; } // write start of XML data streamFileHeader(of); int nodeIdx = 0; std::map<std::string, std::string> materialScripts; while (nodeIdx < nodeCount) { std::string mtlName; IGameNode* node = m_pGame->GetTopLevelNode(nodeIdx); IGameObject* obj = node->GetIGameObject(); // InitializeData() is important -- it performs all of the WSM/time eval for us; no data without it obj->InitializeData(); IGameMaterial* mtl = node->GetNodeMaterial(); if (mtl == NULL) mtlName = m_config.getDefaultMaterialName(); else mtlName = mtl->GetMaterialName(); // clean out any spaces the user left in their material name std::string::size_type pos; while ((pos = mtlName.find_first_of(' ')) != std::string::npos) mtlName.replace(pos, 1, _T("_")); if (materialScripts.find(mtlName) == materialScripts.end()) { // export new material script MaterialExporter mexp(m_config, m_materialMap); std::string script; mexp.buildMaterial(mtl, mtlName, script); materialScripts[mtlName] = script; } //if (streamSubmesh(of, node, mtlName)) if (streamSubmesh(of, obj, mtlName)) m_submeshNames.push(std::string(node->GetName())); node->ReleaseIGameObject(); nodeIdx++; if (m_config.getExportMultipleFiles() || nodeIdx == nodeCount) { // write end of this file's XML streamFileFooter(of); // insert new filename --> stream pair into output map output[fileName] = std::string(of.str()); of.str(""); if (nodeIdx != nodeCount) { fileName = m_config.getExportPath() + "\\"; node = m_pGame->GetTopLevelNode(nodeIdx); fileName += node->GetName(); fileName += ".mesh.xml"; // start over again with new data streamFileHeader(of); } } } m_pGame->ReleaseIGame(); // export materials if we are writing those if (m_config.getExportMaterial()) { std::ofstream materialFile; materialFile.open((m_config.getExportPath() + "\\" + m_config.getMaterialFilename()).c_str(), std::ios::out); if (materialFile.is_open()) { for (std::map<std::string, std::string>::iterator it = materialScripts.begin(); it != materialScripts.end(); ++it) { materialFile << it->second; } materialFile.close(); } } return true; } catch (...) { MessageBox(GetActiveWindow(), "An unexpected error has occurred while trying to export, aborting", "Error", MB_ICONEXCLAMATION); if (m_pGame) m_pGame->ReleaseIGame(); return false; } }
int MaxExporter::DoExport(const TCHAR *name,ExpInterface *ei,Interface *i, BOOL suppressPrompts, DWORD options) { /*if(!suppressPrompts) DialogBoxParam(hInstance, MAKEINTRESOURCE(IDD_PANEL), GetActiveWindow(), MaxExporterOptionsDlgProc, (LPARAM)this);*/ #pragma message(TODO("return TRUE If the file is exported properly")) Node::s_nextID = 1; ofstream myFile; myFile.open("DebugExporter.txt"); wstring wFileName( name ); string fileName( wFileName.begin(), wFileName.end() ); //f= fopen( fileName.c_str(),"wb"); BinaryFile = loadSave( fileName.c_str() ); //BinaryFile.saveInt( 5 ); //BinaryFile.close(); myFile << "Start Export\n"; IGameScene* gameScene = GetIGameInterface(); gameScene->InitialiseIGame(); int nodeCount = gameScene->GetTopLevelNodeCount(); myFile << "Number of top level nodes: " << nodeCount << "\n"; //get all of the materials for( int nodeNumber = 0; nodeNumber < nodeCount; ++nodeNumber) { IGameNode* gameNode = gameScene->GetTopLevelNode( nodeNumber ); Node* myNode = new Node( gameNode ); m_NodeList.push_back( myNode ); findFaces( myNode, myFile ); } myFile << "Number of materials\n"; myFile << m_materialSet.size() << "\n"; int totalBatches = 0; //myFile<< "Number of triangleBatchMaps: " << m_triangleBatchesPerNode.size() << "\n"; for( auto nodeIter = m_NodeList.begin(); nodeIter != m_NodeList.end(); ++nodeIter ) { std::map< IGameMaterial*, TriangleBatch* > triangleBatches = (*nodeIter)->m_triangleBatchesPerMaterial; myFile << "Invidiual triangleBatch size: " << triangleBatches.size() << "\n"; for( auto materialIter = m_materialSet.begin(); materialIter != m_materialSet.end(); ++materialIter ) { auto found = triangleBatches.find( * materialIter ); if( found != triangleBatches.end() ) { ++totalBatches; } } } BinaryFile.saveInt( m_NodeList.size() ); myFile << "Number of Nodes: " << m_NodeList.size() << "\n"; for( auto nodeIter = m_NodeList.begin(); nodeIter != m_NodeList.end(); ++nodeIter ) { std::map< IGameMaterial*, TriangleBatch* > triangleBatches = (*nodeIter)->m_triangleBatchesPerMaterial; std::map<IGameMaterial*, std::vector< NodeFace > > facesPerMaterial = (*nodeIter)->m_facesPerMaterial; IGameNode* currentNode = (*nodeIter)->m_gameNode; IGameNode* parentNode; GMatrix parentWTM; GMatrix toParentMatrix; GMatrix worldTM; GMatrix localTM; int time = gameScene->GetSceneStartTime(); for( ; time < gameScene->GetSceneEndTime(); time += 4800/30 ) { if( (*nodeIter)->m_parentID != 0 ) { myFile << "Trying to find parent... \n"; parentNode = (*nodeIter)->m_parent->m_gameNode; if( parentNode != nullptr ) { myFile << "Parent found \n"; parentWTM = parentNode->GetWorldTM( time ); toParentMatrix = parentWTM.Inverse(); worldTM = currentNode->GetWorldTM( time ) * toParentMatrix; } } else { worldTM = currentNode->GetWorldTM( time ); } (*nodeIter)->m_toParentMatrix.push_back( Matrix4x4( worldTM[0], worldTM[1], worldTM[2], worldTM[3] ) ); } localTM = currentNode->GetWorldTM().Inverse(); (*nodeIter)->m_worldToLocal = Matrix4x4( localTM[0], localTM[1], localTM[2], localTM[3] ); //Save the node BinaryFile.saveNode( *nodeIter, myFile ); BinaryFile.saveInt( (*nodeIter)->m_triangleBatchesPerMaterial.size() ); for( auto materialIter = m_materialSet.begin(); materialIter != m_materialSet.end(); ++materialIter ) { //Set the current material's VBO and IBO // IGameMaterial* currentMaterial = *materialIter; TriangleBatch* currentBatch = triangleBatches[ currentMaterial ]; GMatrix localTMNoTrans = localTM; localTMNoTrans.SetRow( 3, Point4( 0,0,0,1) ); if( currentBatch != nullptr ) { MaxMaterial* currentMaxMaterial = currentBatch->m_material; VBO* currentVBO = currentBatch->m_vbo; IBO* currentIBO = currentBatch->m_ibo; vector< NodeFace >& faceVector = facesPerMaterial.find( currentMaterial )->second; //Get texture materials and export them // if( currentMaterial != nullptr ) { int numOfTexMaps = currentMaterial->GetNumberOfTextureMaps(); myFile << "Number of texture maps: " << numOfTexMaps << "\n"; for( int i = 0; i < numOfTexMaps; ++i ) { IGameTextureMap* gameTextureMap = currentMaterial->GetIGameTextureMap( i ); if( gameTextureMap != nullptr && gameTextureMap->IsEntitySupported() ) { int stdMapSlot = gameTextureMap->GetStdMapSlot(); if( stdMapSlot == ID_DI ) { wstring wBitmapFileName; wBitmapFileName = gameTextureMap->GetBitmapFileName(); if( wBitmapFileName.size() > 0 ) { BitmapInfo bi( gameTextureMap->GetBitmapFileName() ); BMMGetFullFilename( &bi ); wBitmapFileName = bi.Name(); std::string fullBitmapFileName( wBitmapFileName.begin(), wBitmapFileName.end() ); if( fullBitmapFileName.size() > 0 ) { int lastSlash = fullBitmapFileName.find_last_of('\\') + 1; if( lastSlash != string::npos ) { const std::string bitmapFileName = fullBitmapFileName.substr( lastSlash ); wstring nameAsWString( name ); std::string nameAsString( nameAsWString.begin(), nameAsWString.end() ); const std::string extension = nameAsString.substr( 0, nameAsString.find_last_of('\\') + 1 ); std::string newFileName = extension; newFileName.append( bitmapFileName ); wstring wNewFileName(newFileName.begin(), newFileName.end()); if( CopyFile( wBitmapFileName.c_str(), wNewFileName.c_str(), false ) ) { if( stdMapSlot == ID_DI ) { currentMaxMaterial->m_diffuseTexture = bitmapFileName; currentMaxMaterial->bHasDiffuseTexture = true; } //BinaryFile.saveString( bitmapFileName ); } else { myFile << GetLastError() << "\n"; myFile << "copying the file FAILED.\n"; } } } } } } } } myFile<< "Number of faces for this material: " << faceVector.size() << "\n"; for( int face = 0; face < faceVector.size(); ++face ) { FaceEx* meshFace = faceVector[face].m_face; IGameMesh* gameMesh = faceVector[face].m_mesh; IGameSkin* gameSkin = gameMesh->GetIGameSkin(); int position, normal, color, texCoordinate, maxPosition; for( int i = 0; i < 3; ++i) { maxPosition = (int)meshFace->vert[i]; Point3 tempPos = gameMesh->GetVertex( maxPosition ); tempPos = tempPos * localTM; Vector3D positionVec3( tempPos.x, tempPos.y, tempPos.z ); position = currentVBO->insertPosition(positionVec3); normal = (int)meshFace->norm[i]; Point3 tempNormal = gameMesh->GetNormal( normal ); tempNormal = tempNormal * localTMNoTrans; tempNormal = tempNormal.Normalize(); Vector3D normalVec3( tempNormal.x, tempNormal.y, tempNormal.z ); normal = currentVBO->insertNormal(normalVec3); //IBO texCoordinate = (int)meshFace->texCoord[i]; Point2 tempTexCoord = gameMesh->GetTexVertex( texCoordinate ); Vector2 texCoordVec2( tempTexCoord.x, tempTexCoord.y ); texCoordinate = currentVBO->insertTexCoord(texCoordVec2); VertexIndex VI( position, normal, texCoordinate ); if( gameSkin != nullptr ) { int numberOfBones = gameSkin->GetNumberOfBones( maxPosition ); for( int boneIndex = 0; boneIndex < numberOfBones; ++boneIndex ) { float boneWeight = gameSkin->GetWeight( maxPosition, boneIndex ); IGameNode* bone = gameSkin->GetIGameBone( maxPosition, boneIndex ); myFile << "Bone node ID: " << bone->GetNodeID() << "\n"; int nodeIDForBone = m_boneIDToNodeID[ bone->GetNodeID() ]; myFile << "Node ID: " << nodeIDForBone << "\n"; VI.addBoneWeight( nodeIDForBone, boneWeight ); /*for( auto boneIter = m_NodeList.begin(); boneIter != m_NodeList.end(); ++boneIter ) { if( (*boneIter)->m_gameNode == bone ) { myFile << "Found the bone!\n"; } }*/ } VI.topBoneWeights(); } int vertIndex = currentVBO->insertVertex( VI ); currentIBO->addIndex( vertIndex ); } } BinaryFile.saveTriangleMesh( currentBatch, myFile ); } } } myFile.close(); for( int nodeNumber = 0; nodeNumber < nodeCount; ++nodeNumber) { IGameNode* gameNode = gameScene->GetTopLevelNode( nodeNumber ); if( gameNode != nullptr ) { tearDown( gameNode ); } } BinaryFile.close(); return TRUE; //return FALSE; }