// License: BSD unless otherwise stated. // https://github.com/ccxvii/asstools #include #include #include #include #include #include #include #include #include #define BASE64_C #define FREE free #define MALLOC malloc #include "3rd_base64.h" // #ifdef _MSC_VER #define strcmpi _stricmp #else #define strcmpi strcasecmp #endif int verbose = 0; int need_to_bake_skin = 0; int save_all_bones = 1; int dolowprec = 0; int dostatic = 0; // export without skeleton int dorigid = 0; // export rigid (non-deformed) nodes as bones too int domesh = 1; // export mesh int doanim = 0; // export animations int dobone = 0; // export skeleton int doflip = 1; // export flipped (quake-style clockwise winding) triangles int doflipUV = 0; // export flipped UVs int doanimlist = 0; // generate list of animations with properties int doaxis = 0; // flip bone axis from X to Y to match blender int dounscale = 0; // remove scaling from bind pose int dohips = 0; // reparent thighs to pelvis (see zo_hom_marche) char *output = NULL; // output filename char *input = NULL; // input filename char *only_one_node = NULL; int list_all_meshes = 0; int list_all_positions = 0; #define MAX_UVMAP 4 #define FIRST_UVMAP 0 #define MAX_COL 4 #define FIRST_COL 4 // We use %.9g to print floats with 9 digits of precision which // is enough to represent a 32-bit float accurately, while still // shortening if possible to save space for all those 0s and 1s. #define EPSILON 0.00001 #define NEAR_0(x) (fabs((x)) < EPSILON) #define NEAR_1(x) (NEAR_0((x)-1)) #define KILL_0(x) (NEAR_0((x)) ? 0 : (x)) #define KILL_N(x,n) (NEAR_0((x)-(n)) ? (n) : (x)) #define KILL(x) KILL_0(KILL_N(KILL_N(x, 1), -1)) #define LOWP(x) (roundf(x*32768)/32768) int fix_hips(int verbose); void unfix_hips(void); static struct aiMatrix4x4 yup_to_zup = { 1, 0, 0, 0, 0, 0, -1, 0, 0, 1, 0, 0, 0, 0, 0, 1 }; static struct aiMatrix4x4 axis_x_to_y = { 0, 1, 0, 0, -1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1 }; double aiDeterminant(struct aiMatrix4x4 *m) { return (double) m->a1*m->b2*m->c3*m->d4 - m->a1*m->b2*m->c4*m->d3 + m->a1*m->b3*m->c4*m->d2 - m->a1*m->b3*m->c2*m->d4 + m->a1*m->b4*m->c2*m->d3 - m->a1*m->b4*m->c3*m->d2 - m->a2*m->b3*m->c4*m->d1 + m->a2*m->b3*m->c1*m->d4 - m->a2*m->b4*m->c1*m->d3 + m->a2*m->b4*m->c3*m->d1 - m->a2*m->b1*m->c3*m->d4 + m->a2*m->b1*m->c4*m->d3 + m->a3*m->b4*m->c1*m->d2 - m->a3*m->b4*m->c2*m->d1 + m->a3*m->b1*m->c2*m->d4 - m->a3*m->b1*m->c4*m->d2 + m->a3*m->b2*m->c4*m->d1 - m->a3*m->b2*m->c1*m->d4 - m->a4*m->b1*m->c2*m->d3 + m->a4*m->b1*m->c3*m->d2 - m->a4*m->b2*m->c3*m->d1 + m->a4*m->b2*m->c1*m->d3 - m->a4*m->b3*m->c1*m->d2 + m->a4*m->b3*m->c2*m->d1; } void aiInverseMatrix(struct aiMatrix4x4 *p, struct aiMatrix4x4 *m) { double det = aiDeterminant(m); assert(det != 0.0); double invdet = 1.0 / det; p->a1= invdet * (m->b2*(m->c3*m->d4-m->c4*m->d3) + m->b3*(m->c4*m->d2-m->c2*m->d4) + m->b4*(m->c2*m->d3-m->c3*m->d2)); p->a2=-invdet * (m->a2*(m->c3*m->d4-m->c4*m->d3) + m->a3*(m->c4*m->d2-m->c2*m->d4) + m->a4*(m->c2*m->d3-m->c3*m->d2)); p->a3= invdet * (m->a2*(m->b3*m->d4-m->b4*m->d3) + m->a3*(m->b4*m->d2-m->b2*m->d4) + m->a4*(m->b2*m->d3-m->b3*m->d2)); p->a4=-invdet * (m->a2*(m->b3*m->c4-m->b4*m->c3) + m->a3*(m->b4*m->c2-m->b2*m->c4) + m->a4*(m->b2*m->c3-m->b3*m->c2)); p->b1=-invdet * (m->b1*(m->c3*m->d4-m->c4*m->d3) + m->b3*(m->c4*m->d1-m->c1*m->d4) + m->b4*(m->c1*m->d3-m->c3*m->d1)); p->b2= invdet * (m->a1*(m->c3*m->d4-m->c4*m->d3) + m->a3*(m->c4*m->d1-m->c1*m->d4) + m->a4*(m->c1*m->d3-m->c3*m->d1)); p->b3=-invdet * (m->a1*(m->b3*m->d4-m->b4*m->d3) + m->a3*(m->b4*m->d1-m->b1*m->d4) + m->a4*(m->b1*m->d3-m->b3*m->d1)); p->b4= invdet * (m->a1*(m->b3*m->c4-m->b4*m->c3) + m->a3*(m->b4*m->c1-m->b1*m->c4) + m->a4*(m->b1*m->c3-m->b3*m->c1)); p->c1= invdet * (m->b1*(m->c2*m->d4-m->c4*m->d2) + m->b2*(m->c4*m->d1-m->c1*m->d4) + m->b4*(m->c1*m->d2-m->c2*m->d1)); p->c2=-invdet * (m->a1*(m->c2*m->d4-m->c4*m->d2) + m->a2*(m->c4*m->d1-m->c1*m->d4) + m->a4*(m->c1*m->d2-m->c2*m->d1)); p->c3= invdet * (m->a1*(m->b2*m->d4-m->b4*m->d2) + m->a2*(m->b4*m->d1-m->b1*m->d4) + m->a4*(m->b1*m->d2-m->b2*m->d1)); p->c4=-invdet * (m->a1*(m->b2*m->c4-m->b4*m->c2) + m->a2*(m->b4*m->c1-m->b1*m->c4) + m->a4*(m->b1*m->c2-m->b2*m->c1)); p->d1=-invdet * (m->b1*(m->c2*m->d3-m->c3*m->d2) + m->b2*(m->c3*m->d1-m->c1*m->d3) + m->b3*(m->c1*m->d2-m->c2*m->d1)); p->d2= invdet * (m->a1*(m->c2*m->d3-m->c3*m->d2) + m->a2*(m->c3*m->d1-m->c1*m->d3) + m->a3*(m->c1*m->d2-m->c2*m->d1)); p->d3=-invdet * (m->a1*(m->b2*m->d3-m->b3*m->d2) + m->a2*(m->b3*m->d1-m->b1*m->d3) + m->a3*(m->b1*m->d2-m->b2*m->d1)); p->d4= invdet * (m->a1*(m->b2*m->c3-m->b3*m->c2) + m->a2*(m->b3*m->c1-m->b1*m->c3) + m->a3*(m->b1*m->c2-m->b2*m->c1)); } void aiComposeMatrix(struct aiMatrix4x4 *m, struct aiVector3D *scale, struct aiQuaternion *q, struct aiVector3D *pos) { struct aiMatrix4x4 smat; aiIdentityMatrix4(m); m->a1 = 1.0f - 2.0f * (q->y * q->y + q->z * q->z); m->a2 = 2.0f * (q->x * q->y - q->z * q->w); m->a3 = 2.0f * (q->x * q->z + q->y * q->w); m->b1 = 2.0f * (q->x * q->y + q->z * q->w); m->b2 = 1.0f - 2.0f * (q->x * q->x + q->z * q->z); m->b3 = 2.0f * (q->y * q->z - q->x * q->w); m->c1 = 2.0f * (q->x * q->z - q->y * q->w); m->c2 = 2.0f * (q->y * q->z + q->x * q->w); m->c3 = 1.0f - 2.0f * (q->x * q->x + q->y * q->y); aiIdentityMatrix4(&smat); smat.a1 = scale->x; smat.b2 = scale->y; smat.c3 = scale->z; aiMultiplyMatrix4(m, &smat); m->a4 = pos->x; m->b4 = pos->y; m->c4 = pos->z; } void aiNormalizeQuaternion(struct aiQuaternion *q) { const float mag = sqrt(q->x*q->x + q->y*q->y + q->z*q->z + q->w*q->w); if (mag) { const float invMag = 1.0f/mag; q->x *= invMag; q->y *= invMag; q->z *= invMag; q->w *= invMag; } } void print_matrix(struct aiMatrix4x4 *m) { printf("matrix %g %g %g %g %g %g %g %g %g (det=%g)\n", m->a1, m->a2, m->a3, m->b1, m->b2, m->b3, m->c1, m->c2, m->c3, aiDeterminant(m)); } int is_identity_matrix(struct aiMatrix4x4 *m) { return NEAR_1(m->a1) && NEAR_0(m->a2) && NEAR_0(m->a3) && NEAR_0(m->b1) && NEAR_1(m->b2) && NEAR_0(m->b3) && NEAR_0(m->c1) && NEAR_0(m->c2) && NEAR_1(m->c3) && NEAR_0(m->a4) && NEAR_0(m->b4) && NEAR_0(m->c4); } char basename[1024]; int numtags = 0; char **taglist = NULL; int numuntags = 0; char *untaglist[100]; #define MAXBLEND 12 #define MIN(a,b) ((a)<(b)?(a):(b)) struct vb { int b[MAXBLEND]; float w[MAXBLEND]; int n; }; struct material { struct aiMaterial *material; char *name; char *shader; }; struct material matlist[10000]; int nummats = 0; struct bone { struct aiNode *node; char *name; char *clean_name; int parent; int number; // for iqe export int isbone; int isskin; int isrigid; char *reason; // reason for selecting float unscale[3]; // inverse of scaling factor in bind pose // scratch matrices for inverse bind pose and absolute bind pose struct aiMatrix4x4 invpose; // inv(parent * pose) struct aiMatrix4x4 abspose; // (parent * pose) // current pose in matrix and decomposed form struct aiMatrix4x4 pose; struct aiVector3D translate; struct aiQuaternion rotate; struct aiVector3D scale; }; struct bone bonelist[10000]; int numbones = 0; int find_bone(char *name) { int i; for (i = 0; i < numbones; i++) if (!strcmp(name, bonelist[i].name)) return i; return -1; } char *get_base_name(char *s) { char *p = strrchr(s, '/'); if (!p) p = strrchr(s, '\\'); if (!p) return s; return p + 1; } char *clean_node_name(char *p) { static char buf[200]; if (strstr(p, "node-") == p) p += 5; strcpy(buf, p); for (p = buf; *p; p++) { *p = tolower(*p); if (*p == ' ') *p = '_'; } return strdup(buf); // leak like a sieve } char *clean_material_name(char *p) { static char buf[200]; strcpy(buf, p); p = strstr(buf, "-material"); if (p) *p = 0; for (p = buf; *p; p++) { *p = tolower(*p); if (*p == ' ') *p = '_'; if (*p == '#') *p = '_'; } return strdup(buf); // leak like a sieve } char *find_material(struct aiMaterial *material) { struct aiString str; char shader[500], *p; char *name; int i; for (i = 0; i < nummats; i++) if (matlist[i].material == material) return matlist[i].shader; aiGetMaterialString(material, AI_MATKEY_NAME, &str); name = str.data; strcpy(shader, clean_material_name(name)); strcat(shader, "+"); if (!aiGetMaterialString(material, AI_MATKEY_TEXTURE_DIFFUSE(0), &str)) strcat(shader, get_base_name(str.data)); else if (!aiGetMaterialString(material, AI_MATKEY_TEXTURE_SPECULAR(0), &str)) strcat(shader, get_base_name(str.data)); else if (!aiGetMaterialString(material, AI_MATKEY_TEXTURE_AMBIENT(0), &str)) strcat(shader, get_base_name(str.data)); else if (!aiGetMaterialString(material, AI_MATKEY_TEXTURE_EMISSIVE(0), &str)) strcat(shader, get_base_name(str.data)); else if (!aiGetMaterialString(material, AI_MATKEY_TEXTURE_NORMALS(0), &str)) strcat(shader, get_base_name(str.data)); else if (!aiGetMaterialString(material, AI_MATKEY_TEXTURE_HEIGHT(0), &str)) strcat(shader, get_base_name(str.data)); else if (!aiGetMaterialString(material, AI_MATKEY_TEXTURE_SHININESS(0), &str)) strcat(shader, get_base_name(str.data)); else if (!aiGetMaterialString(material, AI_MATKEY_TEXTURE_OPACITY(0), &str)) strcat(shader, get_base_name(str.data)); else if (!aiGetMaterialString(material, AI_MATKEY_TEXTURE_DISPLACEMENT(0), &str)) strcat(shader, get_base_name(str.data)); else if (!aiGetMaterialString(material, AI_MATKEY_TEXTURE_LIGHTMAP(0), &str)) strcat(shader, get_base_name(str.data)); else if (!aiGetMaterialString(material, AI_MATKEY_TEXTURE_REFLECTION(0), &str)) strcat(shader, get_base_name(str.data)); else strcat(shader, "unknown"); p = strrchr(shader, '.'); if (p) *p = 0; p = shader; while (*p) { *p = tolower(*p); p++; } matlist[nummats].name = name; matlist[nummats].material = material; matlist[nummats].shader = strdup(shader); return matlist[nummats++].shader; } // --- figure out which bones are part of armature --- void build_bone_list_from_nodes(struct aiNode *node, int parent, char *clean_name) { int i; // inherit clean names for auto-inserted nodes if (!strstr(node->mName.data, "$ColladaAutoName$")) clean_name = clean_node_name((char*)node->mName.data); bonelist[numbones].name = node->mName.data; bonelist[numbones].clean_name = clean_name; bonelist[numbones].parent = parent; bonelist[numbones].reason = ""; bonelist[numbones].isbone = 0; bonelist[numbones].isskin = 0; bonelist[numbones].isrigid = 0; bonelist[numbones].node = node; // these are set in calc_bind_pose and/or apply_initial_frame aiIdentityMatrix4(&bonelist[numbones].pose); aiIdentityMatrix4(&bonelist[numbones].abspose); aiIdentityMatrix4(&bonelist[numbones].invpose); parent = numbones++; for (i = 0; i < node->mNumChildren; i++) build_bone_list_from_nodes(node->mChildren[i], parent, clean_name); } void apply_initial_frame(void) { int i; for (i = 0; i < numbones; i++) { // restore original transformation bonelist[i].pose = bonelist[i].node->mTransformation; // ... and update rotate/translate/scale aiDecomposeMatrix(&bonelist[i].pose, &bonelist[i].scale, &bonelist[i].rotate, &bonelist[i].translate); } } // recalculate abspose from local pose matrix void calc_abs_pose(void) { int i; for (i = 0; i < numbones; i++) { bonelist[i].abspose = bonelist[i].pose; if (bonelist[i].parent >= 0) { bonelist[i].abspose = bonelist[bonelist[i].parent].abspose; aiMultiplyMatrix4(&bonelist[i].abspose, &bonelist[i].pose); } } } void calc_bind_pose(void) { // we now (in the single mesh / non-baking case) have our bind pose // our invpose is set to the inv_bind_pose matrix // compute forward abspose and pose matrices here int i; for (i = 0; i < numbones; i++) { if (bonelist[i].isskin) { // skinned and boned, invpose is our reference aiInverseMatrix(&bonelist[i].abspose, &bonelist[i].invpose); bonelist[i].pose = bonelist[i].abspose; if (bonelist[i].parent >= 0) { struct aiMatrix4x4 m = bonelist[bonelist[i].parent].invpose; aiMultiplyMatrix4(&m, &bonelist[i].pose); bonelist[i].pose = m; } } else { // not skinned, so no invpose. pose is our reference bonelist[i].pose = bonelist[i].node->mTransformation; bonelist[i].abspose = bonelist[i].pose; if (bonelist[i].parent >= 0) { bonelist[i].abspose = bonelist[bonelist[i].parent].abspose; aiMultiplyMatrix4(&bonelist[i].abspose, &bonelist[i].pose); } aiInverseMatrix(&bonelist[i].invpose, &bonelist[i].abspose); } } // compute translate/rotate/scale for (i = 0; i < numbones; i++) if (bonelist[i].isbone) aiDecomposeMatrix(&bonelist[i].pose, &bonelist[i].scale, &bonelist[i].rotate, &bonelist[i].translate); } void mark_bone_parents(int i) { while (i >= 0) { if (!bonelist[i].isbone) { bonelist[i].reason = "parent"; bonelist[i].isbone = 1; } i = bonelist[i].parent; } } void mark_tags(void) { int i, k; for (k = 0; k < numtags; k++) { for (i = 0; i < numbones; i++) { if (!strcmp(taglist[k], bonelist[i].clean_name)) { fprintf(stderr, "marking tag %s\n", taglist[k]); bonelist[i].reason = "tagged"; bonelist[i].isbone = 1; break; } } } } void unmark_tags(void) { int i, k; for (k = 0; k < numuntags; k++) { for (i = 0; i < numbones; i++) { if (!strcmp(untaglist[k], bonelist[i].clean_name)) { fprintf(stderr, "unmarking tag %s\n", untaglist[k]); bonelist[i].reason = "untagged"; bonelist[i].isbone = 0; break; } } } } void mark_skinned_bones(const struct aiScene *scene) { int i, k, a, b; for (i = 0; i < numbones; i++) { struct aiNode *node = bonelist[i].node; if (only_one_node && strcmp(bonelist[i].clean_name, only_one_node)) continue; for (k = 0; k < node->mNumMeshes; k++) { struct aiMesh *mesh = scene->mMeshes[node->mMeshes[k]]; for (a = 0; a < mesh->mNumBones; a++) { b = find_bone(mesh->mBones[a]->mName.data); if (!bonelist[b].isbone) { bonelist[b].reason = "skinned"; bonelist[b].invpose = mesh->mBones[a]->mOffsetMatrix; bonelist[b].isbone = 1; bonelist[b].isskin = 1; } else if (!need_to_bake_skin) { if (memcmp(&bonelist[b].invpose, &mesh->mBones[a]->mOffsetMatrix, sizeof bonelist[b].invpose)) need_to_bake_skin = 1; } } } } } void mark_animated_bones(const struct aiScene *scene) { int i, k, b; for (i = 0; i < scene->mNumAnimations; i++) { const struct aiAnimation *anim = scene->mAnimations[i]; for (k = 0; k < anim->mNumChannels; k++) { b = find_bone(anim->mChannels[k]->mNodeName.data); bonelist[b].reason = "animated"; bonelist[b].isbone = 1; } } } void mark_rigid_bones(const struct aiScene *scene) { int i, k; for (i = 0; i < numbones; i++) { struct aiNode *node = bonelist[i].node; for (k = 0; k < node->mNumMeshes; k++) { struct aiMesh *mesh = scene->mMeshes[node->mMeshes[k]]; if (mesh->mNumBones == 0 && !is_identity_matrix(&node->mTransformation)) { bonelist[i].isrigid = 1; } } if (bonelist[i].isrigid) { bonelist[i].reason = "rigid"; bonelist[i].isbone = 1; } } } int build_bone_list(const struct aiScene *scene) { int number; int i; build_bone_list_from_nodes(scene->mRootNode, -1, "SCENE"); if (dohips) fix_hips(0); // we always need the bind pose if (doanim || domesh || dorigid) mark_skinned_bones(scene); if (doanim || save_all_bones) mark_animated_bones(scene); if (dorigid) mark_rigid_bones(scene); mark_tags(); // mark special bones named on command line as "tags" to attach stuff unmark_tags(); // remove named bones from list // select all parents of selected bones for (i = 0; i < numbones; i++) { if (bonelist[i].isbone) mark_bone_parents(i); } // select all otherwise 'dead' children of selected bones if (save_all_bones) { for (i = 0; i < numbones; i++) { if (!bonelist[i].isbone) if (bonelist[i].parent >= 0 && bonelist[bonelist[i].parent].isbone) bonelist[i].isbone = 1; } } if (save_all_bones > 1) { for (i = 0; i < numbones; i++) { bonelist[i].reason = "useless"; bonelist[i].isbone = 1; } } // skip root node if it has 1 child and identity transform int count = 0; for (i = 0; i < numbones; i++) if (bonelist[i].isbone && bonelist[i].parent == 0) count++; if (count == 1 && is_identity_matrix(&bonelist[0].node->mTransformation)) { bonelist[0].reason = "useless root node"; bonelist[0].isbone = 0; bonelist[0].number = -1; } if (verbose) for (i = 0; i < numbones; i++) if (bonelist[i].isbone) fprintf(stderr, "selecting %s bone %s\n", bonelist[i].reason, bonelist[i].clean_name); // assign IQE numbers to bones number = 0; for (i = 0; i < numbones; i++) if (bonelist[i].isbone) bonelist[i].number = number++; if (dohips) unfix_hips(); calc_bind_pose(); return number; } // --- export poses and animation frames --- void export_pm(FILE *out, int i) { struct aiMatrix4x4 m = bonelist[i].pose; fprintf(out, "pm %.9g %.9g %.9g %.9g %.9g %.9g %.9g %.9g %.9g %.9g %.9g %.9g\n", KILL(m.a4), KILL(m.b4), KILL(m.c4), (m.a1), (m.a2), (m.a3), (m.b1), (m.b2), (m.b3), (m.c1), (m.c2), (m.c3)); } void export_pq(FILE *out, int i) { struct aiQuaternion rotate = bonelist[i].rotate; struct aiVector3D scale = bonelist[i].scale; struct aiVector3D translate = bonelist[i].translate; if (dolowprec) { if (KILL(scale.x) == 1 && KILL(scale.y) == 1 && KILL(scale.z) == 1) fprintf(out, "pq %.9g %.9g %.9g %.9g %.9g %.9g %.9g\n", LOWP(translate.x), LOWP(translate.y), LOWP(translate.z), LOWP(rotate.x), LOWP(rotate.y), LOWP(rotate.z), LOWP(rotate.w)); else fprintf(out, "pq %.9g %.9g %.9g %.9g %.9g %.9g %.9g %.9g %.9g %.9g\n", LOWP(translate.x), LOWP(translate.y), LOWP(translate.z), LOWP(rotate.x), LOWP(rotate.y), LOWP(rotate.z), LOWP(rotate.w), LOWP(scale.x), LOWP(scale.y), LOWP(scale.z)); } else { if (KILL(scale.x) == 1 && KILL(scale.y) == 1 && KILL(scale.z) == 1) fprintf(out, "pq %.9g %.9g %.9g %.9g %.9g %.9g %.9g\n", KILL(translate.x), KILL(translate.y), KILL(translate.z), (rotate.x), (rotate.y), (rotate.z), (rotate.w)); else fprintf(out, "pq %.9g %.9g %.9g %.9g %.9g %.9g %.9g %.9g %.9g %.9g\n", KILL(translate.x), KILL(translate.y), KILL(translate.z), (rotate.x), (rotate.y), (rotate.z), (rotate.w), KILL(scale.x), KILL(scale.y), KILL(scale.z)); } } int saved_parents[1000]; struct { char *name; char *parent; int parent_id; } hiplist[] = { { "bip01_l_thigh", "bip01_pelvis", -1 }, { "bip01_r_thigh", "bip01_pelvis", -1 }, // { "bip01_l_foot", "bip01_l_calf", -1 }, // { "bip01_r_foot", "bip01_r_calf", -1 }, { NULL, NULL, 0 } }; int fix_hips(int verbose) { int i, k, p, fixed = 0; for (k = 0; hiplist[k].parent; k++) hiplist[k].parent_id = -1; for (i = 0; i < numbones; i++) { saved_parents[i] = bonelist[i].parent; for (k = 0; hiplist[k].parent; k++) if (!strcmp(bonelist[i].clean_name, hiplist[k].parent)) hiplist[k].parent_id = i; p = bonelist[i].parent; for (k = 0; hiplist[k].parent; k++) { if (!strcmp(bonelist[i].clean_name, hiplist[k].name)) { if (p >= 0 && strcmp(bonelist[p].clean_name, hiplist[k].parent)) { if (verbose) fprintf(stderr, "fixing %s -> %s (was connected to %s)\n", bonelist[i].clean_name, bonelist[hiplist[k].parent_id].clean_name, bonelist[p].clean_name); fixed = 1; bonelist[i].parent = hiplist[k].parent_id; } } } } return fixed; } void unfix_hips(void) { int i; for (i = 0; i < numbones; i++) bonelist[i].parent = saved_parents[i]; } void fix_pose(void) { int i; calc_abs_pose(); if (dohips) fix_hips(0); for (i = 0; i < numbones; i++) { if (bonelist[i].isbone) { // remove scaling factor in absolute pose if (dounscale < 0) { struct aiVector3D apos, ascale; struct aiQuaternion arot; aiDecomposeMatrix(&bonelist[i].abspose, &ascale, &arot, &apos); bonelist[i].unscale[0] = ascale.x; bonelist[i].unscale[1] = ascale.y; bonelist[i].unscale[2] = ascale.z; if (KILL(ascale.x) != 1 || KILL(ascale.y) != 1 || KILL(ascale.z) != 1) fprintf(stderr, "unscaling %s: %g %g %g\n", bonelist[i].name, ascale.x, ascale.y, ascale.z); } if (dounscale) { float x = bonelist[i].unscale[0]; float y = bonelist[i].unscale[1]; float z = bonelist[i].unscale[2]; if (KILL(x) != 1 || KILL(y) != 1 || KILL(z) != 1) { bonelist[i].abspose.a1 /= x; bonelist[i].abspose.b1 /= x; bonelist[i].abspose.c1 /= x; bonelist[i].abspose.a2 /= y; bonelist[i].abspose.b2 /= y; bonelist[i].abspose.c2 /= y; bonelist[i].abspose.a3 /= z; bonelist[i].abspose.b3 /= z; bonelist[i].abspose.c3 /= z; } } // flip axis in absolute pose if (doaxis) aiMultiplyMatrix4(&bonelist[i].abspose, &axis_x_to_y); // ...and invert so we can recalculate the local poses aiInverseMatrix(&bonelist[i].invpose, &bonelist[i].abspose); // ...and recalculate the local pose bonelist[i].pose = bonelist[i].abspose; if (bonelist[i].parent >= 0) { struct aiMatrix4x4 m = bonelist[bonelist[i].parent].invpose; aiMultiplyMatrix4(&m, &bonelist[i].pose); bonelist[i].pose = m; } // ...and make sure we have it in decomposed form aiDecomposeMatrix(&bonelist[i].pose, &bonelist[i].scale, &bonelist[i].rotate, &bonelist[i].translate); } } if (dohips) unfix_hips(); } void export_pose(FILE *out) { int i; if (doaxis || dounscale || dohips) fix_pose(); for (i = 0; i < numbones; i++) if (bonelist[i].isbone) //export_pm(out, i); export_pq(out, i); } void export_bone_list(FILE *out) { int i, n; for (n = i = 0; i < numbones; i++) if (bonelist[i].isbone) n++; if (dounscale) fprintf(stderr, "removing scaling factors from bind pose\n"); if (doaxis) fprintf(stderr, "flipping bone axis from x to y\n"); if (dohips) { fprintf(stderr, "patching skeleton hierarchy\n"); dohips = fix_hips(1); } fprintf(stderr, "exporting skeleton: %d bones\n", n); fprintf(out, "\n"); for (i = 0; i < numbones; i++) { if (bonelist[i].isbone) { if (bonelist[i].parent >= 0) fprintf(out, "joint \"%s\" %d\n", bonelist[i].clean_name, bonelist[bonelist[i].parent].number); else fprintf(out, "joint \"%s\" -1\n", bonelist[i].clean_name); } } if (dohips) unfix_hips(); fprintf(out, "\n"); if (dounscale) dounscale = -1; export_pose(out); if (dounscale) dounscale = 1; } void export_static_animation(FILE *out, const struct aiScene *scene) { fprintf(stderr, "exporting animation: static rest pose\n"); fprintf(out, "\n"); fprintf(out, "\nanimation \"%s\"\n", basename); fprintf(out, "framerate 30\n"); fprintf(out, "frame\n"); apply_initial_frame(); export_pose(out); } int animation_length(const struct aiAnimation *anim) { int i, len = 0; for (i = 0; i < anim->mNumChannels; i++) { struct aiNodeAnim *chan = anim->mChannels[i]; if (chan->mNumPositionKeys > len) len = chan->mNumPositionKeys; if (chan->mNumRotationKeys > len) len = chan->mNumRotationKeys; if (chan->mNumScalingKeys > len) len = chan->mNumScalingKeys; } return len; } void export_frame(FILE *out, const struct aiAnimation *anim, int frame) { int i; // start with fresh matrices apply_initial_frame(); for (i = 0; i < anim->mNumChannels; i++) { struct aiNodeAnim *chan = anim->mChannels[i]; int a = find_bone(chan->mNodeName.data); int tframe = MIN(frame, chan->mNumPositionKeys - 1); int rframe = MIN(frame, chan->mNumRotationKeys - 1); int sframe = MIN(frame, chan->mNumScalingKeys - 1); bonelist[a].translate = chan->mPositionKeys[tframe].mValue; bonelist[a].rotate = chan->mRotationKeys[rframe].mValue; bonelist[a].scale = chan->mScalingKeys[sframe].mValue; #ifdef HACK_MATRIX_KEY bonelist[a].pose = chan->mRotationKeys[rframe].mMatrixValue; #endif } #ifndef HACK_MATRIX_KEY // translate/rotate/scale have changed: recompute pose for (i = 0; i < numbones; i++) { if (bonelist[i].isbone) { // make sure we're not hit by precision issues in decomposematrix aiNormalizeQuaternion(&bonelist[i].rotate); aiComposeMatrix(&bonelist[i].pose, &bonelist[i].scale, &bonelist[i].rotate, &bonelist[i].translate); } } #endif fprintf(out, "\n"); fprintf(out, "frame %d\n", frame); export_pose(out); } void export_animations(FILE *out, const struct aiScene *scene) { int i, k, len; for (i = 0; i < scene->mNumAnimations; i++) { const struct aiAnimation *anim = scene->mAnimations[i]; if (scene->mNumAnimations > 1) fprintf(out, "\nanimation \"%s,%02d\"\n", basename, i); else fprintf(out, "\nanimation \"%s\"\n", basename); fprintf(out, "framerate 30\n"); len = animation_length(anim); fprintf(stderr, "exporting animation %d: %d frames\n", i+1, len); for (k = 0; k < len; k++) export_frame(out, anim, k); } if (scene->mNumAnimations == 0) export_static_animation(out, scene); } void export_animlist(FILE *out, const struct aiScene *scene) { int i, offset=0, len; for (i = 0; i < scene->mNumAnimations; i++) { const struct aiAnimation *anim = scene->mAnimations[i]; len = animation_length(anim)-1; fprintf(stderr, "frame: %d-%d %s\n", offset, offset+len, anim->mName.data); fprintf(out, "frame: %d-%d %s\n", offset, offset+len, anim->mName.data); offset += len+1; } if (scene->mNumAnimations == 0) fprintf(out, "frame: %s\n", "0-0 Idle"); } /* * For multi-mesh models, sometimes each mesh has its own inv_bind_matrix set * for each bone. To export to IQE we must have only one inv_bind_matrix per * bone. We can bake the mesh by animating it to the initial frame. * Once this is done, set the inv_bind_matrix to be the inverse of the forward * bind_matrix of this pose. */ void bake_mesh_skin(const struct aiMesh *mesh) { int i, k, b; struct aiMatrix3x3 mat3; struct aiMatrix4x4 bonemat[1000], mat; struct aiVector3D *outpos, *outnorm; if (mesh->mNumBones == 0) return; outpos = malloc(mesh->mNumVertices * sizeof *outpos); outnorm = malloc(mesh->mNumVertices * sizeof *outnorm); memset(outpos, 0, mesh->mNumVertices * sizeof *outpos); memset(outnorm, 0, mesh->mNumVertices * sizeof *outpos); calc_abs_pose(); for (i = 0; i < mesh->mNumBones; i++) { b = find_bone(mesh->mBones[i]->mName.data); bonemat[i] = bonelist[b].abspose; aiMultiplyMatrix4(&bonemat[i], &mesh->mBones[i]->mOffsetMatrix); } for (k = 0; k < mesh->mNumBones; k++) { struct aiBone *bone = mesh->mBones[k]; b = find_bone(mesh->mBones[k]->mName.data); mat = bonemat[k]; mat3.a1 = mat.a1; mat3.a2 = mat.a2; mat3.a3 = mat.a3; mat3.b1 = mat.b1; mat3.b2 = mat.b2; mat3.b3 = mat.b3; mat3.c1 = mat.c1; mat3.c2 = mat.c2; mat3.c3 = mat.c3; if(bone->mWeights) for (i = 0; i < bone->mNumWeights; i++) { struct aiVertexWeight vw = bone->mWeights[i]; int v = vw.mVertexId; float w = vw.mWeight; struct aiVector3D srcpos = mesh->mVertices[v]; struct aiVector3D srcnorm = mesh->mNormals[v]; aiTransformVecByMatrix4(&srcpos, &mat); aiTransformVecByMatrix3(&srcnorm, &mat3); outpos[v].x += srcpos.x * w; outpos[v].y += srcpos.y * w; outpos[v].z += srcpos.z * w; outnorm[v].x += srcnorm.x * w; outnorm[v].y += srcnorm.y * w; outnorm[v].z += srcnorm.z * w; } } memcpy(mesh->mVertices, outpos, mesh->mNumVertices * sizeof *outpos); memcpy(mesh->mNormals, outnorm, mesh->mNumVertices * sizeof *outnorm); free(outpos); free(outnorm); } void bake_scene_skin(const struct aiScene *scene) { int i; fprintf(stderr, "baking skin to recreate base pose in multi-mesh model\n"); for (i = 0; i < scene->mNumMeshes; i++) bake_mesh_skin(scene->mMeshes[i]); } void export_custom_vertexarrays(FILE *out, const struct aiScene *scene) { int i, t, first = 1; int seen[10] = {0}; for (i = 0; i < scene->mNumMeshes; i++) { struct aiMesh *mesh = scene->mMeshes[i]; for (t = 1; t < MAX_UVMAP; t++) { int custom = FIRST_UVMAP + t - 1; if (mesh->mTextureCoords[t]) { if (!seen[custom]) { if (first) { fprintf(out, "\n"); first = 0; } fprintf(out, "vertexarray custom%d float 2 \"uvmap.%d\"\n", custom, t); seen[custom] = 1; } } } for (t = 1; t < MAX_COL; t++) { int custom = FIRST_COL + t - 1; if (mesh->mColors[t]) { if (!seen[custom]) { if (first) { fprintf(out, "\n"); first = 0; } fprintf(out, "vertexarray custom%d float 4 \"color.%d\"\n", custom, t); seen[custom] = 1; } } } } } /* * Export meshes. Group them by materials. Also apply the node transform * to the vertices. IQE does not have a concept of per-group transforms. * * If we are exporting a rigged model, we have to skip any meshes which * are not deformed by the armature. If we are exporting a non-rigged model, * we have to pre-transform all meshes. * * TODO: turn non-rigged meshes into rigged meshes by hooking them up to * a synthesized bone for its node. */ void export_node(FILE *out, const struct aiScene *scene, const struct aiNode *node, struct aiMatrix4x4 mat, char *clean_name) { struct aiMatrix3x3 mat3; int i, a, k, t; aiMultiplyMatrix4(&mat, &node->mTransformation); mat3.a1 = mat.a1; mat3.a2 = mat.a2; mat3.a3 = mat.a3; mat3.b1 = mat.b1; mat3.b2 = mat.b2; mat3.b3 = mat.b3; mat3.c1 = mat.c1; mat3.c2 = mat.c2; mat3.c3 = mat.c3; if (!strstr(node->mName.data, "$ColladaAutoName$")) clean_name = clean_node_name((char*)node->mName.data); if (only_one_node && strcmp(clean_name, only_one_node)) goto skip_mesh; for (i = 0; i < node->mNumMeshes; i++) { struct aiMesh *mesh = scene->mMeshes[node->mMeshes[i]]; struct aiMaterial *material = scene->mMaterials[mesh->mMaterialIndex]; if (mesh->mNumBones == 0 && dobone && !dorigid) { if (verbose) fprintf(stderr, "skipping rigid mesh %d in node %s (no bones)\n", i, clean_name); continue; } fprintf(stderr, "exporting mesh %s[%d]: %d vertices, %d faces\n", clean_name, i, mesh->mNumVertices, mesh->mNumFaces); fprintf(out, "\n"); fprintf(out, "mesh \"%s\"\n", clean_name); // @r-lyeh if(0) fprintf(out, "material \"%s\"\n", find_material(material)); // original else { char buffer[4096] = {0}; enum aiTextureType semantic = aiTextureType_UNKNOWN; struct aiString str; if (!aiGetMaterialString(material, AI_MATKEY_TEXTURE_DIFFUSE(0), &str)) { strcat(buffer, "+"); strcat(buffer, get_base_name(str.data)); semantic=aiTextureType_DIFFUSE; } if (!aiGetMaterialString(material, AI_MATKEY_TEXTURE_SPECULAR(0), &str)) { strcat(buffer, "+"); strcat(buffer, get_base_name(str.data)); semantic=aiTextureType_SPECULAR; } if (!aiGetMaterialString(material, AI_MATKEY_TEXTURE_AMBIENT(0), &str)) { strcat(buffer, "+"); strcat(buffer, get_base_name(str.data)); semantic=aiTextureType_AMBIENT; } if (!aiGetMaterialString(material, AI_MATKEY_TEXTURE_EMISSIVE(0), &str)) { strcat(buffer, "+"); strcat(buffer, get_base_name(str.data)); semantic=aiTextureType_EMISSIVE; } if (!aiGetMaterialString(material, AI_MATKEY_TEXTURE_NORMALS(0), &str)) { strcat(buffer, "+"); strcat(buffer, get_base_name(str.data)); semantic=aiTextureType_NORMALS; } //aiTextureType_NORMAL_CAMERA if (!aiGetMaterialString(material, AI_MATKEY_TEXTURE_HEIGHT(0), &str)) { strcat(buffer, "+"); strcat(buffer, get_base_name(str.data)); } if (!aiGetMaterialString(material, AI_MATKEY_TEXTURE_SHININESS(0), &str)) { strcat(buffer, "+"); strcat(buffer, get_base_name(str.data)); semantic=aiTextureType_SHININESS; } if (!aiGetMaterialString(material, AI_MATKEY_TEXTURE_OPACITY(0), &str)) { strcat(buffer, "+"); strcat(buffer, get_base_name(str.data)); } if (!aiGetMaterialString(material, AI_MATKEY_TEXTURE_DISPLACEMENT(0), &str)) { strcat(buffer, "+"); strcat(buffer, get_base_name(str.data)); } if (!aiGetMaterialString(material, AI_MATKEY_TEXTURE_LIGHTMAP(0), &str)) { strcat(buffer, "+"); strcat(buffer, get_base_name(str.data)); } if (!aiGetMaterialString(material, AI_MATKEY_TEXTURE_REFLECTION(0), &str)) { strcat(buffer, "+"); strcat(buffer, get_base_name(str.data)); } if (!aiGetMaterialString(material, AI_MATKEY_TEXTURE(aiTextureType_UNKNOWN, 0), &str)) // AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_METALLICROUGHNESS_TEXTURE { strcat(buffer, "+"); strcat(buffer, get_base_name(str.data)); } #if 1 // material colors char colorbuffer[32] = {0}; float opacity = 0.0f; struct aiColor4D color; struct aiColor4D translucentColor; enum aiReturn result = AI_FAILURE, result2 = AI_FAILURE; if( result == AI_FAILURE ) { result = aiGetMaterialColor( material, AI_MATKEY_COLOR_DIFFUSE, &color ); result2 = aiGetMaterialColor( material, AI_MATKEY_COLOR_TRANSPARENT, &translucentColor ); if (result2 == AI_SUCCESS) color.a = (1.0 - translucentColor.r); result2 = aiGetMaterialFloat( material, AI_MATKEY_OPACITY, &opacity ); if (result2 == AI_SUCCESS) color.a = opacity; //printf("diffuse:%d, transp:%d, ", result == AI_SUCCESS, result2 == AI_SUCCESS); } if( result == AI_FAILURE ) { result = aiGetMaterialColor( material, AI_MATKEY_COLOR_REFLECTIVE, &color ); /*printf("reflective:%d, ", result == AI_SUCCESS);*/ } if( result == AI_FAILURE ) { result = aiGetMaterialColor( material, AI_MATKEY_COLOR_SPECULAR, &color ); /*printf("specular:%d, ", result == AI_SUCCESS);*/ } if( result == AI_FAILURE ) { result = aiGetMaterialColor( material, AI_MATKEY_COLOR_AMBIENT, &color ); /*printf("ambient:%d, ", result == AI_SUCCESS);*/ } if( result == AI_FAILURE ) { result = aiGetMaterialColor( material, AI_MATKEY_COLOR_EMISSIVE, &color ); /*printf("emissive:%d, ", result == AI_SUCCESS);*/ } if ( result == AI_SUCCESS ) { const char hex[] = "0123456789abcdef"; // printf("rgba %f %f %f %f\n", color.r, color.g, color.b, color.a); // system("pause"); unsigned char r = ((unsigned char)(color.r * 255)) >> 4; unsigned char g = ((unsigned char)(color.g * 255)) >> 4; unsigned char b = ((unsigned char)(color.b * 255)) >> 4; unsigned char a = ((unsigned char)(color.a * 255)) >> 4; sprintf(colorbuffer, "+$%c%c%c%c", hex[r], hex[g], hex[b], hex[a] ); } #endif #if 1 // embedded textures char *embedded = 0; // look for embedded textures. referenced like *1, *2, *3... where N is texture ID // note: mHeight can be zero, in this case texture->pcData is not RGB values but // compressed JPEG/PNG/etc. data. Could use stb_image to decode such image in that case. unsigned tex_id = ~0u; if( buffer[0] ) { if( strchr(buffer, '*') ) { tex_id = atoi(buffer+1); } else { const char *fname = buffer + (buffer[0] == '+'); for( int j = 0; j < scene->mNumTextures; ++j ) { struct aiTexture *tex = scene->mTextures[j]; const char *basename = tex->mFilename.data; if( strrchr(basename, '/') ) basename = strrchr(basename, '/')+1; if( strrchr(basename,'\\') ) basename = strrchr(basename,'\\')+1; if( !strcmpi(basename, fname) ) { tex_id = j; break; } } } } if( tex_id < scene->mNumTextures ) { struct aiTexture *tex = scene->mTextures[tex_id]; const char *hint = tex->achFormatHint; // "rgba8888" or "png", "bmp", etc. if( !tex->mHeight ) { embedded = base64_encode(tex->pcData, (int)tex->mWidth ); // @leak } else { embedded = base64_encode(tex->pcData, (int)(tex->mWidth * tex->mHeight * sizeof(struct aiTexel))); // @leak } } #endif aiGetMaterialString(material, AI_MATKEY_NAME, &str); fprintf(out, "material \"%s%s%s%s%s\"\n", buffer[0] == '*' ? "" : str.data, buffer, colorbuffer, embedded ? "+b64:":"", embedded ? embedded:""); } struct vb *vb = (struct vb*) malloc(mesh->mNumVertices * sizeof(*vb)); memset(vb, 0, mesh->mNumVertices * sizeof(*vb)); // A rigidly animated node -- insert fake blend index/weights if (mesh->mNumBones == 0 && dobone) { a = find_bone((char*)node->mName.data); if (verbose) fprintf(stderr, "\trigid bone %d for mesh in node %s (no bones)\n", bonelist[a].number, node->mName.data); for (k = 0; k < mesh->mNumVertices; k++) { vb[k].b[0] = bonelist[a].number; vb[k].w[0] = 1; vb[k].n = 1; } } // Assemble blend index/weight array for (k = 0; k < mesh->mNumBones; k++) { struct aiBone *bone = mesh->mBones[k]; a = find_bone(bone->mName.data); for (t = 0; t < bone->mNumWeights; t++) { struct aiVertexWeight *w = mesh->mBones[k]->mWeights + t; int idx = w->mVertexId; if (vb[idx].n < MAXBLEND) { vb[idx].b[vb[idx].n] = bonelist[a].number; vb[idx].w[vb[idx].n] = w->mWeight; vb[idx].n++; } } } for (k = 0; k < mesh->mNumVertices; k++) { struct aiVector3D vp = mesh->mVertices[k]; if (!dobone) aiTransformVecByMatrix4(&vp, &mat); fprintf(out, "vp %.9g %.9g %.9g\n", vp.x, vp.y, vp.z); if (mesh->mNormals) { struct aiVector3D vn = mesh->mNormals[k]; if (!dobone) aiTransformVecByMatrix3(&vn, &mat3); fprintf(out, "vn %.9g %.9g %.9g\n", vn.x, vn.y, vn.z); } if (mesh->mTextureCoords[0]) { float u = mesh->mTextureCoords[0][k].x; float v = 1 - mesh->mTextureCoords[0][k].y; fprintf(out, "vt %.9g %.9g\n", u, v); } for (t = 1; t <= MAX_UVMAP; t++) { if (mesh->mTextureCoords[t]) { float u = mesh->mTextureCoords[t][k].x; float v = 1 - mesh->mTextureCoords[t][k].y; fprintf(out, "v%d %.9g %.9g\n", FIRST_UVMAP+t-1, u, v); } } if (mesh->mColors[0]) { float r = mesh->mColors[0][k].r; float g = mesh->mColors[0][k].g; float b = mesh->mColors[0][k].b; float a = mesh->mColors[0][k].a; fprintf(out, "vc %.02f %.02f %.02f %.02f\n", r, g, b, a); } for (t = 1; t <= MAX_COL; t++) { if (mesh->mColors[t]) { float r = mesh->mColors[t][k].r; float g = mesh->mColors[t][k].g; float b = mesh->mColors[t][k].b; float a = mesh->mColors[t][k].a; fprintf(out, "v%d %.02f %.02f %.02f %.02f\n", FIRST_COL+t-1, r, g, b, a); } } if (dobone) { fprintf(out, "vb"); for (t = 0; t < vb[k].n; t++) { fprintf(out, " %d %.9g", vb[k].b[t], vb[k].w[t]); } fprintf(out, "\n"); } } for (k = 0; k < mesh->mNumFaces; k++) { struct aiFace *face = mesh->mFaces + k; if (face->mNumIndices == 3) { if (doflip) fprintf(out, "fm %d %d %d\n", face->mIndices[2], face->mIndices[1], face->mIndices[0]); else fprintf(out, "fm %d %d %d\n", face->mIndices[0], face->mIndices[1], face->mIndices[2]); } else if (face->mNumIndices == 4) { if (doflip) fprintf(out, "fm %d %d %d %d\n", face->mIndices[3], face->mIndices[2], face->mIndices[1], face->mIndices[0]); else fprintf(out, "fm %d %d %d %d\n", face->mIndices[0], face->mIndices[1], face->mIndices[2], face->mIndices[3]); } else if (face->mNumIndices > 4) { fprintf(stderr, "n-gon (%d) in mesh!\n", face->mNumIndices); int i1 = face->mIndices[0]; int i2 = face->mIndices[1]; for (a = 2; a < face->mNumIndices; a++) { int i3 = face->mIndices[a]; if (doflip) fprintf(out, "fm %d %d %d\n", i3, i2, i1); else fprintf(out, "fm %d %d %d\n", i1, i2, i3); i2 = i3; } } else { fprintf(stderr, "skipping point/line primitive\n"); } } free(vb); } skip_mesh: for (i = 0; i < node->mNumChildren; i++) export_node(out, scene, node->mChildren[i], mat, clean_name); } void export_mesh_list(const struct aiScene *scene) { int i, k; for (i = 0; i < numbones; i++) { struct aiNode *node = bonelist[i].node; for (k = 0; k < node->mNumMeshes; k++) { struct aiMesh *mesh = scene->mMeshes[node->mMeshes[k]]; if (mesh->mNumBones > 0) { printf("%s\n", bonelist[i].clean_name); break; } } } } void export_position_list(const struct aiScene *scene) { int i; calc_abs_pose(); for (i = 0; i < numbones; i++) { printf("%s %g %g %g\n", bonelist[i].clean_name, bonelist[i].abspose.a4, bonelist[i].abspose.b4, bonelist[i].abspose.c4); } } void usage() { fprintf(stderr, "usage: assiqe [options] [-o out.iqe] input.dae [tags ...]\n"); fprintf(stderr, "\t-AA -- export all bones (including unused ones)\n"); fprintf(stderr, "\t-A -- export all child bones\n"); fprintf(stderr, "\t-H -- fix hierarchy (thighs <- pelvis)\n"); fprintf(stderr, "\t-M -- print a list of meshes in scene then quit\n"); fprintf(stderr, "\t-P -- print the positions of all poses in scene then quit\n"); fprintf(stderr, "\t-S -- static mesh only (no skeleton)\n"); fprintf(stderr, "\t-U -- flip UVs\n"); fprintf(stderr, "\t-n mesh -- export only the named mesh\n"); fprintf(stderr, "\t-a -- only export animations\n"); fprintf(stderr, "\t-L -- export only animation list\n"); fprintf(stderr, "\t-m -- only export mesh\n"); fprintf(stderr, "\t-b -- bake mesh to bind pose / initial frame\n"); fprintf(stderr, "\t-f -- export counter-clockwise winding triangles\n"); fprintf(stderr, "\t-r -- export rigid nodes too (experimental)\n"); fprintf(stderr, "\t-l -- low precision mode (for smaller animation files)\n"); fprintf(stderr, "\t-x -- flip bone orientation from x to y\n"); fprintf(stderr, "\t-s -- remove scaling from bind pose\n"); fprintf(stderr, "\t-u -- unmark bone (force it to be excluded)\n"); fprintf(stderr, "\t-o filename -- save output to file\n"); exit(1); } #ifndef _MSC_VER #include #else static __declspec(thread) char* optarg = NULL; static __declspec(thread) int optind = 1; int getopt(int argc, char *const argv[], const char *optstring) { if ((optind >= argc) || (argv[optind][0] != '-') || (argv[optind][0] == 0)) { return -1; } int opt = argv[optind][1]; const char *p = strchr(optstring, opt); if (p == NULL) { return '?'; } if (p[1] == ':') { optind++; if (optind >= argc) { return '?'; } optarg = argv[optind]; optind++; } else optind++; return opt; } #endif int main(int argc, char **argv) { FILE *file; const struct aiScene *scene; char *p; int c; int onlyanim = 0; int onlymesh = 0; while ((c = getopt(argc, argv, "AHLMPSUabflmn:o:rvxsu:")) != -1) { switch (c) { case 'A': save_all_bones++; break; case 'H': dohips = 1; break; case 'M': list_all_meshes = 1; break; case 'P': list_all_positions = 1; break; case 'S': dostatic = 1; break; case 'U': doflipUV = 1; puts("using flipUV"); break; case 'a': onlyanim = 1; break; case 'm': onlymesh = 1; break; case 'n': only_one_node = optarg++; break; case 'b': need_to_bake_skin = 1; break; case 'o': output = optarg++; break; case 'f': doflip = 0; break; case 'r': dorigid = 1; break; case 'l': dolowprec = 1; break; case 'L': doanimlist = 1; break; case 'v': verbose++; break; case 'x': doaxis = 1; break; case 's': dounscale = 1; break; case 'u': untaglist[numuntags++] = optarg++; break; default: usage(); break; } } if (optind == argc) usage(); input = argv[optind++]; p = strrchr(input, '/'); if (!p) p = strrchr(input, '\\'); if (!p) p = input; else p++; strcpy(basename, p); p = strrchr(basename, '.'); if (p) *p = 0; numtags = argc - optind; taglist = argv + optind; /* Read input file and post process */ #if 0 int flags = 0; flags |= aiProcess_JoinIdenticalVertices; flags |= aiProcess_GenSmoothNormals; flags |= aiProcess_GenUVCoords; flags |= aiProcess_TransformUVCoords; flags |= aiProcess_LimitBoneWeights; //flags |= aiProcess_FindInvalidData; flags |= aiProcess_ImproveCacheLocality; //flags |= aiProcess_RemoveRedundantMaterials; //flags |= aiProcess_OptimizeMeshes; flags |= (doflipUV ? aiProcess_FlipUVs : 0); #else int flags = 0 | aiProcessPreset_TargetRealtime_MaxQuality // | aiProcess_JoinIdenticalVertices | aiProcess_GenSmoothNormals | aiProcess_GenUVCoords | aiProcess_TransformUVCoords | aiProcess_LimitBoneWeights // #defined as AI_LMW_MAX_WEIGHTS 4 // | aiProcess_ImproveCacheLocality | aiProcess_RemoveRedundantMaterials | aiProcess_OptimizeMeshes // aiProcess_SplitLargeMeshes | (doflipUV ? aiProcess_FlipUVs : 0) | aiProcess_OptimizeGraph | aiProcess_PopulateArmatureData //| aiProcess_FlipWindingOrder // | aiProcess_GenBoundingBoxes | aiProcess_GlobalScale // AI_CONFIG_GLOBAL_SCALE_FACTOR_KEY ; // flags &= ~aiProcess_OptimizeMeshes; // flags &= ~aiProcess_RemoveRedundantMaterials; // flags &= ~aiProcess_ImproveCacheLocality; // flags &= ~aiProcess_JoinIdenticalVertices; // | aiProcess_CalcTangentSpace // | aiProcess_Triangulate // | aiProcess_SortByPType // | aiProcess_SplitByBoneCount // see AI_CONFIG_PP_SBBC_MAX_BONES below #endif fprintf(stderr, "loading %s\n", input); #if 0 scene = aiImportFile(input, flags); #else // flags &= ~aiProcess_PreTransformVertices; flags &= ~aiProcess_Debone; struct aiPropertyStore *aiprops = aiCreatePropertyStore(); // build defaults aiSetImportPropertyInteger(aiprops, AI_CONFIG_IMPORT_REMOVE_EMPTY_BONES, 1); aiSetImportPropertyInteger(aiprops, AI_CONFIG_IMPORT_FBX_READ_ALL_GEOMETRY_LAYERS, 1); aiSetImportPropertyInteger(aiprops, AI_CONFIG_IMPORT_FBX_READ_ALL_MATERIALS, 0); aiSetImportPropertyInteger(aiprops, AI_CONFIG_IMPORT_FBX_READ_MATERIALS, 1); aiSetImportPropertyInteger(aiprops, AI_CONFIG_IMPORT_FBX_READ_CAMERAS, 1); aiSetImportPropertyInteger(aiprops, AI_CONFIG_IMPORT_FBX_READ_LIGHTS, 1); aiSetImportPropertyInteger(aiprops, AI_CONFIG_IMPORT_FBX_READ_ANIMATIONS, 1); aiSetImportPropertyInteger(aiprops, AI_CONFIG_IMPORT_FBX_READ_TEXTURES, 1); aiSetImportPropertyInteger(aiprops, AI_CONFIG_IMPORT_FBX_STRICT_MODE, 0); aiSetImportPropertyInteger(aiprops, AI_CONFIG_IMPORT_FBX_PRESERVE_PIVOTS, 1); aiSetImportPropertyInteger(aiprops, AI_CONFIG_IMPORT_FBX_OPTIMIZE_EMPTY_ANIMATION_CURVES, 1); aiSetImportPropertyInteger(aiprops, AI_CONFIG_IMPORT_FBX_EMBEDDED_TEXTURES_LEGACY_NAMING, 0); // tweak: unitary bounding boxes (not working!) aiSetImportPropertyInteger(aiprops, AI_CONFIG_PP_PTV_NORMALIZE, 1); // tweak: attempt to fix wrong number of bones (missing 10 bones or so) (not working!) aiSetImportPropertyInteger(aiprops, AI_CONFIG_PP_PTV_KEEP_HIERARCHY, 1); aiSetImportPropertyInteger(aiprops, AI_CONFIG_PP_PTV_ADD_ROOT_TRANSFORMATION, 1); aiSetImportPropertyInteger(aiprops, AI_CONFIG_PP_DB_ALL_OR_NONE, 1); aiSetImportPropertyFloat(aiprops, AI_CONFIG_PP_DB_THRESHOLD, 0); // // aiSetImportPropertyFloat(aiprops, AI_CONFIG_GLOBAL_SCALE_FACTOR_KEY, 1.f); // tweak: aiSetImportPropertyInteger(aiprops, AI_CONFIG_IMPORT_FBX_STRICT_MODE, 1); // tweak: eliminate _$AssimpFBX$ nodes // aiSetImportPropertyInteger(aiprops, AI_CONFIG_IMPORT_FBX_PRESERVE_PIVOTS, 0); // tweak: do not remove dummies aiSetImportPropertyInteger(aiprops, AI_CONFIG_IMPORT_REMOVE_EMPTY_BONES, 0); // tweak: split meshes by bone count // aiSetImportPropertyInteger(aiprops, AI_CONFIG_PP_SBBC_MAX_BONES, 24 ); // see aiProcess_SplitByBoneCount above // material_chdir(input); scene = aiImportFileExWithProperties(input, flags, NULL, aiprops); aiReleasePropertyStore(aiprops); #endif if (!scene) { fprintf(stderr, "cannot import '%s': %s\n", input, aiGetErrorString()); exit(1); } if (scene->mNumAnimations > 0) doanim = 1; if (onlymesh) { domesh = 1; doanim = 0; } if (onlyanim) { domesh = 0; doanim = 1; } if (doanimlist) { fprintf(stderr, "exporting animation list for %s ...\n", basename); file = fopen(output, "w"); if (!file) { fprintf(stderr, "cannot open output file: '%s'\n", output); exit(1); } export_animlist(file, scene); return 0; } if (getenv("DOANIM")) doanim = 1; // Convert to Z-UP coordinate system aiMultiplyMatrix4(&scene->mRootNode->mTransformation, &yup_to_zup); // Build a list of bones and compute the bind pose matrices. if (build_bone_list(scene) > 0) dobone = 1; if (dostatic) { dobone = 0; need_to_bake_skin = 0; } if (list_all_meshes) { export_mesh_list(scene); return 0; } if (list_all_positions) { export_position_list(scene); return 0; } // Mesh is split with incompatible bind matrices, so pick a new // bind pose and deform the mesh to fit. if (need_to_bake_skin && !onlyanim) { apply_initial_frame(); // ditch original bind pose bake_scene_skin(scene); } /* * Export scene as mesh/skeleton/animation */ if (output) { fprintf(stderr, "saving %s\n", output); file = fopen(output, "w"); if (!file) { fprintf(stderr, "cannot open output file: '%s'\n", output); exit(1); } } else { file = stdout; } // Iterate through lights for (int i = 0; i < scene->mNumLights; i++) { const struct aiLight* light = scene->mLights[i]; printf("Light %u:\n", i); printf(" Name: %s\n", light->mName.data); printf(" Type: %d\n", light->mType); printf(" Position: %f, %f, %f\n", light->mPosition.x, light->mPosition.y, light->mPosition.z); printf(" Direction: %f, %f, %f\n", light->mDirection.x, light->mDirection.y, light->mDirection.z); printf(" Color: %f, %f, %f\n", light->mColorDiffuse.r, light->mColorDiffuse.g, light->mColorDiffuse.b); // Add more properties as needed } fprintf(file, "# Inter-Quake Export\n"); if (dobone) { export_bone_list(file); } if (domesh) { struct aiMatrix4x4 identity; aiIdentityMatrix4(&identity); export_custom_vertexarrays(file, scene); export_node(file, scene, scene->mRootNode, identity, "SCENE"); } if (dobone) { if (doanim) { export_animations(file, scene); } } if (output) fclose(file); aiReleaseImport(scene); return 0; }