/* ----------------------------------------------------------------------------- This source file is part of OGRE (Object-oriented Graphics Rendering Engine) For the latest info, see http://www.ogre3d.org/ Copyright (c) 2000-2006 Torus Knot Software Ltd Also see acknowledgements in Readme.html This program is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA, or go to http://www.gnu.org/copyleft/lesser.txt. You may alternatively use this source under the terms of a specific version of the OGRE Unrestricted License provided you have obtained such a license from Torus Knot Software Ltd. ----------------------------------------------------------------------------- */ #ifndef __XSIMESHEXPORTER_H__ #define __XSIMESHEXPORTER_H__ #include "OgrePrerequisites.h" #include "OgreVector2.h" #include "OgreVector3.h" #include "OgreColourValue.h" #include "OgreMesh.h" #include "OgreXSIHelper.h" #include #include #include #include #include #include #include #include #include #include #include #include namespace Ogre { /** Class for performing a mesh export from XSI. */ class XsiMeshExporter { public: XsiMeshExporter(); virtual ~XsiMeshExporter(); struct LodData { Mesh::LodDistanceList distances; ProgressiveMesh::VertexReductionQuota quota; Real reductionValue; }; /** Build an OGRe mesh ready for export. @remarks Every PolygonMesh object is exported as a different SubMesh. Other object types are ignored. @param mergeSubMeshes Whether to merge submeshes with the same material @param exportChildren Whether to cascade down each objects children @param edgeLists Whether to calculate edge lists @param tangents Whether to calculate tangents @param animList List of animations in use (of any type) @param materialPrefix Prefix to give all materials @param lod LOD generation parameters (if required) @param skeletonName Name of the skeleton to link to if animated @returns List of deformers (bones) which were found whilst exporting (if skeletonName was provided) which can be used to determine the skeleton. */ DeformerMap& buildMeshForExport( bool mergeSubMeshes, bool exportChildren, bool edgeLists, bool tangents, VertexElementSemantic tangentSemantic, bool vertexAnimation, AnimationList& animList, Real fps, const String& materialPrefix = StringUtil::BLANK, LodData* lod = 0, const String& skeletonName = ""); /** Perform final export of built mesh. @param fileName Target file name @param skelAABB AABB of skeleton bones as found in animation, to pad final bounds of mesh. */ void exportMesh(const String& fileName, const AxisAlignedBox& skelAABB); /** Get a list of materials which were located during the last call * to exportMesh. */ MaterialMap& getMaterials(void); /** Get the map from texture projection names to uv indexes. */ TextureProjectionMap& getTextureProjectionMap(void); protected: MeshPtr mMesh; // XSI Objects XSI::Application mXsiApp; /** This struct represents a unique vertex, identified from a unique combination of components. */ class UniqueVertex { public: Vector3 position; Vector3 normal; Vector3 uv[OGRE_MAX_TEXTURE_COORD_SETS]; RGBA colour; // The index of the next component with the same base details // but with some variation size_t nextIndex; UniqueVertex(); bool operator==(const UniqueVertex& rhs) const; }; typedef std::vector UniqueVertexList; // dynamic index list; 32-bit until we know the max vertex index typedef std::vector IndexList; /** An entry for a PolygonMesh - need the parent X3DObject too */ class PolygonMeshEntry { public: XSI::PolygonMesh mesh; XSI::X3DObject obj; PolygonMeshEntry(XSI::PolygonMesh& themesh, XSI::X3DObject& theobj) :mesh(themesh), obj(theobj) { } }; /// ordering function, required for set struct PolygonMeshEntryLess { bool operator()(PolygonMeshEntry* lhs, PolygonMeshEntry* rhs) { // can't name objects the same in XSI, so use that return XSItoOgre(lhs->obj.GetName()) < XSItoOgre(rhs->obj.GetName()); } }; /** Set of polygon mesh objects we're going to process * Use a set to avoid exporting the same object twice when manually selected * and as a child of a selected object. */ typedef std::set PolygonMeshList; PolygonMeshList mXsiPolygonMeshList; /// List of deformers we've found whilst parsing the objects DeformerMap mXsiDeformerMap; /// LIst of materials we've found whilst parsing the objects MaterialMap mXsiMaterialMap; /// Map from texture projection names to uv index TextureProjectionMap mTextureProjectionMap; /// Material prefix String mMaterialPrefix; /// Build a list of PolygonMesh instances from selection void buildPolygonMeshList(bool includeChildren); /// Tidy up void cleanupPolygonMeshList(void); /// Recursive method to locate PolygonMeshes void findPolygonMeshes(XSI::X3DObject& x3dObj, bool recurse); /// Build the mesh void buildMesh(Mesh* pMesh, bool mergeSubmeshes, bool lookForBoneAssignments, bool vertexAnimation, AnimationList& animList, Real fps); /// Process a single PolygonMesh into one or more ProtoSubMeshes void processPolygonMesh(Mesh* pMesh, PolygonMeshEntry* pm, bool lookForBoneAssignments, unsigned short progressUpdates); /// Find deformers and bone assignments void processBoneAssignments(Mesh* pMesh, PolygonMeshEntry* pm); /// Find shape keys for a given mesh void processShapeKeys(Mesh* pMesh, PolygonMeshEntry* pm); /// Tidy up void cleanupDeformerMap(void); void cleanupMaterialMap(void); typedef std::map IndexRemap; /** Working area which will become a submesh once we've finished figuring out what goes in there. */ struct ProtoSubMesh { // Name of the submesh (may be blank if we're merging) String name; // Material name String materialName; // unique vertex list UniqueVertexList uniqueVertices; // Defines number of texture coord sets and their dimensions std::vector textureCoordDimensions; // Vertex colours? bool hasVertexColours; // Last polymesh entry added to this proto PolygonMeshEntry* lastMeshEntry; // Index offset for last polymesh entry size_t lastMeshIndexOffset; // index list IndexList indices; // map of polygon mesh -> position index offset (only > 0 when submeshes merged) typedef std::map PolygonMeshOffsetMap; PolygonMeshOffsetMap polygonMeshOffsetMap; // map original position index (+any PM offset) -> first real instance in this one IndexRemap posIndexRemap; Mesh::VertexBoneAssignmentList boneAssignments; /// By-value pose list, build up ready for transfer later std::list poseList; /// List of XSI shape keys which are being used in this proto XSI::CRefArray shapeKeys; ProtoSubMesh() : lastMeshEntry(0), lastMeshIndexOffset(0) {} }; /// Global shape key to pose mapping struct ShapeKeyToPoseEntry { XSI::CRef shapeKey; size_t poseIndex; size_t targetHandle; }; typedef std::list ShapeKeyMapping; ShapeKeyMapping mShapeKeyMapping; struct ShapeClipEntry { XSI::Clip clip; ShapeKeyToPoseEntry* keytoPose; long startFrame; long endFrame; long originalStartFrame; // in case clamped }; typedef std::list ShapeClipList; /// List of ProtoSubMeshes that use the same material but are not geometrically compatible typedef std::list ProtoSubMeshList; /// List of proto submeshes by material typedef std::map MaterialProtoSubMeshMap; /// List of proto submeshes by material MaterialProtoSubMeshMap mMaterialProtoSubmeshMap; /// List of deviant proto submeshes by polygon index (clusters) typedef std::map PolygonToProtoSubMeshList; /// List of deviant proto submeshes by polygon index (clusters) PolygonToProtoSubMeshList mPolygonToProtoSubMeshList; /// Primary ProtoSubMesh (the one used by the PolygonMesh by default) ProtoSubMesh* mMainProtoMesh; // Current PolygonMesh texture coord information typedef std::vector TextureCoordDimensionList; TextureCoordDimensionList mCurrentTextureCoordDimensions; // Current PolygonMesh sampler-ordered UV information typedef std::vector SamplerSetList; SamplerSetList mCurrentSamplerSets; // Current PolygonMesh has Vertex colours? bool mCurrentHasVertexColours; // Current list of deformers as we discover them (will become bones) /// Export the current list of proto submeshes, and clear list void exportProtoSubMeshes(Mesh* pMesh); /// Export a single ProtoSubMesh void exportProtoSubMesh(Mesh* pMesh, ProtoSubMesh* proto); /// Export vertex animations void exportAnimations(Mesh* pMesh, AnimationList& animList, Real fps); /// Build a list of all shape clips void buildShapeClipList(ShapeClipList& listToPopulate); /// Build a list of all shape clips in a container void buildShapeClipList(XSI::ClipContainer& container, ShapeClipList& listToPopulate); /// Build a derived clip list for just a specific submesh, and a list of keys to sample void deriveShapeClipAndKeyframeList(ushort targetIndex, AnimationEntry& animEntry, ShapeClipList& inClipList, ShapeClipList& outClipList, std::set& keyFrameList); /// Retrieve a ProtoSubMesh for the given material name /// (creates if required, validates if re-using) ProtoSubMesh* createOrRetrieveProtoSubMesh(const String& materialName, const String& name, TextureCoordDimensionList& texCoordDims, bool hasVertexColours); /// Method called at the start of processing a PolygonMesh bool preprocessPolygonMesh(PolygonMeshEntry* mesh); /// Method called at the end of processing a PolygonMesh void postprocessPolygonMesh(PolygonMeshEntry* mesh); /** Try to look up an existing vertex with the same information, or create a new one. @remarks Note that we buid up the list of unique position indexes that are actually used by each ProtoSubMesh as we go. When new positions are found, they are added and a remap entry created to take account of the fact that there may be extra vertices created in between, or there may be gaps due to clusters meaning not every position is used by every ProtoSubMesh. When an existing entry is found, we compare the vertex data, and if it differs, create a new vertex and 'chain' it to the previous instances of this position index through nextIndex. This means that every position vertex has a single remapped starting point in the per-ProtoSubMesh vertex list, and a unidirectional linked list of variants of that vertex where other components differ. @par Note that this re-uses as many vertices as possible, and also places every unique vertex in it's final index in one pass, so the return value from this method can be used as an adjusted vertex index. @returns The index of the unique vertex */ size_t createOrRetrieveUniqueVertex(ProtoSubMesh* proto, size_t positionIndex, bool positionIndexIsOriginal, const UniqueVertex& vertex); /** Templatised method for writing indexes */ template void writeIndexes(T* buf, IndexList& indexes); /** Create and fill a vertex buffer */ void createVertexBuffer(VertexData* vd, unsigned short bufIdx, UniqueVertexList& uniqueVertexList); /** Find out the sampler indices for the given triangle */ void deriveSamplerIndices(const XSI::Triangle& tri, const XSI::PolygonFace& face, size_t* samplerIndices); /** Get a single sampler index */ size_t getSamplerIndex(const XSI::Facet &f, const XSI::Point &p); /** Register the use of a given XSI material. */ void registerMaterial(const String& name, XSI::Material mat); }; } #endif