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Separate model import/export into their own files
This commit is contained in:
parent
88d80a64cf
commit
4269321841
8 changed files with 348 additions and 295 deletions
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@ -11,7 +11,7 @@
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#include "filecache.h"
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#include "filecache.h"
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#include "magic_enum.hpp"
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#include "magic_enum.hpp"
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#include "tiny_gltf.h"
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#include "mdlimport.h"
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SingleGearView::SingleGearView(GameData *data, FileCache &cache, QWidget *parent)
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SingleGearView::SingleGearView(GameData *data, FileCache &cache, QWidget *parent)
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: QWidget(parent)
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: QWidget(parent)
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@ -315,69 +315,9 @@ QString SingleGearView::getLoadedGearPath() const
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void SingleGearView::importModel(const QString &filename)
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void SingleGearView::importModel(const QString &filename)
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{
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{
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tinygltf::Model model;
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std::string error, warning;
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tinygltf::TinyGLTF loader;
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if (!loader.LoadBinaryFromFile(&model, &error, &warning, filename.toStdString())) {
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qInfo() << "Error when loading glTF model:" << error;
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return;
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}
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if (!warning.empty()) {
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qInfo() << "Warnings when loading glTF model:" << warning;
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}
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auto &mdl = gearView->part().getModel(0);
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auto &mdl = gearView->part().getModel(0);
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for (const auto &node : model.nodes) {
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::importModel(mdl.model, filename);
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// Detect if it's a mesh node
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if (node.mesh >= 0) {
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qInfo() << "Importing" << node.name;
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const QStringList parts = QString::fromStdString(node.name).split(QLatin1Char(' '));
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const QString &name = parts[0];
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const QStringList lodPartNumber = parts[2].split(QLatin1Char('.'));
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const int lodNumber = lodPartNumber[0].toInt();
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const int partNumber = lodPartNumber[1].toInt();
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qInfo() << "- LOD:" << lodNumber;
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qInfo() << "- Part:" << partNumber;
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auto &mesh = model.meshes[node.mesh];
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auto &primitive = mesh.primitives[0];
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// All of the accessors are mapped to the same buffer vertex view
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const auto &vertexAccessor = model.accessors[primitive.attributes["POSITION"]];
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const auto &vertexView = model.bufferViews[vertexAccessor.bufferView];
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const auto &vertexBuffer = model.buffers[vertexView.buffer];
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const auto &indexAccessor = model.accessors[primitive.indices];
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const auto &indexView = model.bufferViews[indexAccessor.bufferView];
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const auto &indexBuffer = model.buffers[indexView.buffer];
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qInfo() << "- Importing mesh of" << vertexAccessor.count << "vertices and" << indexAccessor.count << "indices.";
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auto vertexData = (glm::vec3 *)(&vertexBuffer.data.at(0) + vertexView.byteOffset);
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std::vector<Vertex> newVertices;
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for (int i = 0; i < vertexAccessor.count; i++) {
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// Replace position data
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auto vertex = mdl.model.lods[lodNumber].parts[partNumber].vertices[i];
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vertex.position[0] = vertexData[i].x;
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vertex.position[1] = vertexData[i].y;
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vertex.position[2] = vertexData[i].z;
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newVertices.push_back(vertex);
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}
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auto indexData = (const uint16_t *)(&indexBuffer.data.at(0) + indexView.byteOffset);
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physis_mdl_replace_vertices(&mdl.model, lodNumber, partNumber, vertexAccessor.count, newVertices.data(), indexAccessor.count, indexData);
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}
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}
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gearView->part().reloadModel(0);
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gearView->part().reloadModel(0);
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@ -3,6 +3,10 @@
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add_library(mdlpart STATIC)
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add_library(mdlpart STATIC)
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target_sources(mdlpart PRIVATE
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target_sources(mdlpart PRIVATE
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mdlexport.cpp
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mdlexport.h
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mdlimport.cpp
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mdlimport.h
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mdlpart.cpp
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mdlpart.cpp
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mdlpart.h
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mdlpart.h
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vulkanwindow.cpp
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vulkanwindow.cpp
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237
parts/mdl/mdlexport.cpp
Normal file
237
parts/mdl/mdlexport.cpp
Normal file
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@ -0,0 +1,237 @@
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// SPDX-FileCopyrightText: 2023 Joshua Goins <josh@redstrate.com>
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// SPDX-License-Identifier: GPL-3.0-or-later
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#include "mdlexport.h"
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#include <glm/gtc/type_ptr.hpp>
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#include "tiny_gltf.h"
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void exportModel(const QString &name, const physis_MDL &model, const physis_Skeleton &skeleton, const std::vector<BoneData> &boneData, const QString &fileName)
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{
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const int selectedModel = 0;
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const int selectedLod = 0;
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const physis_LOD &lod = model.lods[selectedLod];
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tinygltf::Model gltfModel;
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gltfModel.asset.generator = "Novus";
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// TODO: just write the code better! dummy!!
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gltfModel.nodes.reserve(1 + model.num_affected_bones + lod.num_parts);
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auto &gltfSkeletonNode = gltfModel.nodes.emplace_back();
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gltfSkeletonNode.name = skeleton.root_bone->name;
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for (int i = 0; i < model.num_affected_bones; i++) {
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auto &node = gltfModel.nodes.emplace_back();
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node.name = model.affected_bone_names[i];
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int real_bone_id = 0;
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for (int k = 0; k < skeleton.num_bones; k++) {
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if (strcmp(skeleton.bones[k].name, model.affected_bone_names[i]) == 0) {
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real_bone_id = k;
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}
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}
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auto &real_bone = skeleton.bones[real_bone_id];
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node.translation = {real_bone.position[0], real_bone.position[1], real_bone.position[2]};
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node.rotation = {real_bone.rotation[0], real_bone.rotation[1], real_bone.rotation[2], real_bone.rotation[3]};
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node.scale = {real_bone.scale[0], real_bone.scale[1], real_bone.scale[2]};
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}
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// setup parenting
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for (int i = 0; i < model.num_affected_bones; i++) {
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int real_bone_id = 0;
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for (int k = 0; k < skeleton.num_bones; k++) {
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if (strcmp(skeleton.bones[k].name, model.affected_bone_names[i]) == 0) {
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real_bone_id = k;
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}
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}
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auto &real_bone = skeleton.bones[real_bone_id];
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if (real_bone.parent_bone != nullptr) {
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bool found = false;
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for (int k = 0; k < model.num_affected_bones; k++) {
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if (strcmp(model.affected_bone_names[k], real_bone.parent_bone->name) == 0) {
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gltfModel.nodes[k + 1].children.push_back(i + 1); // +1 for the skeleton node taking up the first index
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found = true;
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}
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}
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// Find the next closest bone that isn't a direct descendant
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// of n_root, but won't have a parent anyway
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if (!found) {
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gltfSkeletonNode.children.push_back(i + 1);
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}
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} else {
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gltfSkeletonNode.children.push_back(i + 1);
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}
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}
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auto &gltfSkin = gltfModel.skins.emplace_back();
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gltfSkin.name = gltfSkeletonNode.name;
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gltfSkin.skeleton = 0;
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for (int i = 1; i < gltfModel.nodes.size(); i++) {
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gltfSkin.joints.push_back(i);
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}
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// Inverse bind matrices
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{
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gltfSkin.inverseBindMatrices = gltfModel.accessors.size();
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auto &inverseAccessor = gltfModel.accessors.emplace_back();
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inverseAccessor.bufferView = gltfModel.bufferViews.size();
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inverseAccessor.componentType = TINYGLTF_COMPONENT_TYPE_FLOAT;
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inverseAccessor.count = model.num_affected_bones;
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inverseAccessor.type = TINYGLTF_TYPE_MAT4;
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auto &inverseBufferView = gltfModel.bufferViews.emplace_back();
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inverseBufferView.buffer = gltfModel.buffers.size();
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auto &inverseBuffer = gltfModel.buffers.emplace_back();
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for (int i = 0; i < model.num_affected_bones; i++) {
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int real_bone_id = 0;
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for (int k = 0; k < skeleton.num_bones; k++) {
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if (strcmp(skeleton.bones[k].name, model.affected_bone_names[i]) == 0) {
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real_bone_id = k;
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}
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}
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auto &real_bone = skeleton.bones[real_bone_id];
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auto inverseMatrix = boneData[real_bone.index].inversePose;
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auto inverseMatrixCPtr = reinterpret_cast<uint8_t *>(glm::value_ptr(inverseMatrix));
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inverseBuffer.data.insert(inverseBuffer.data.end(), inverseMatrixCPtr, inverseMatrixCPtr + sizeof(float) * 16);
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}
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inverseBufferView.byteLength = inverseBuffer.data.size();
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}
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for (int i = 0; i < lod.num_parts; i++) {
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gltfSkeletonNode.children.push_back(gltfModel.nodes.size());
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auto &gltfNode = gltfModel.nodes.emplace_back();
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gltfNode.name = name.toStdString() + " Part " + std::to_string(i) + ".0";
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gltfNode.skin = 0;
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gltfNode.mesh = gltfModel.meshes.size();
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auto &gltfMesh = gltfModel.meshes.emplace_back();
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gltfMesh.name = gltfNode.name + " Mesh Attribute";
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auto &gltfPrimitive = gltfMesh.primitives.emplace_back();
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gltfPrimitive.attributes["POSITION"] = gltfModel.accessors.size();
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gltfPrimitive.attributes["TEXCOORD_0"] = gltfModel.accessors.size() + 1;
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gltfPrimitive.attributes["TEXCOORD_1"] = gltfModel.accessors.size() + 2;
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gltfPrimitive.attributes["NORMAL"] = gltfModel.accessors.size() + 3;
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gltfPrimitive.attributes["COLOR_0"] = gltfModel.accessors.size() + 6;
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gltfPrimitive.attributes["WEIGHTS_0"] = gltfModel.accessors.size() + 7;
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gltfPrimitive.attributes["JOINTS_0"] = gltfModel.accessors.size() + 8;
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gltfPrimitive.mode = TINYGLTF_MODE_TRIANGLES;
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// Vertices
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{
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auto &positionAccessor = gltfModel.accessors.emplace_back();
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positionAccessor.bufferView = gltfModel.bufferViews.size();
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positionAccessor.componentType = TINYGLTF_COMPONENT_TYPE_FLOAT;
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positionAccessor.count = lod.parts[i].num_vertices;
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positionAccessor.type = TINYGLTF_TYPE_VEC3;
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auto &uv0Accessor = gltfModel.accessors.emplace_back();
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uv0Accessor.bufferView = gltfModel.bufferViews.size();
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uv0Accessor.componentType = TINYGLTF_COMPONENT_TYPE_FLOAT;
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uv0Accessor.count = lod.parts[i].num_vertices;
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uv0Accessor.type = TINYGLTF_TYPE_VEC2;
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uv0Accessor.byteOffset = offsetof(Vertex, uv0);
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auto &uv1Accessor = gltfModel.accessors.emplace_back();
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uv1Accessor.bufferView = gltfModel.bufferViews.size();
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uv1Accessor.componentType = TINYGLTF_COMPONENT_TYPE_FLOAT;
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uv1Accessor.count = lod.parts[i].num_vertices;
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uv1Accessor.type = TINYGLTF_TYPE_VEC2;
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uv1Accessor.byteOffset = offsetof(Vertex, uv1);
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auto &normalAccessor = gltfModel.accessors.emplace_back();
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normalAccessor.bufferView = gltfModel.bufferViews.size();
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normalAccessor.componentType = TINYGLTF_COMPONENT_TYPE_FLOAT;
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normalAccessor.count = lod.parts[i].num_vertices;
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normalAccessor.type = TINYGLTF_TYPE_VEC3;
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normalAccessor.byteOffset = offsetof(Vertex, normal);
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auto &tangent1Accessor = gltfModel.accessors.emplace_back();
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tangent1Accessor.bufferView = gltfModel.bufferViews.size();
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tangent1Accessor.componentType = TINYGLTF_COMPONENT_TYPE_UNSIGNED_BYTE;
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tangent1Accessor.count = lod.parts[i].num_vertices;
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tangent1Accessor.type = TINYGLTF_TYPE_VEC4;
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tangent1Accessor.byteOffset = offsetof(Vertex, tangent1);
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auto &tangent2Accessor = gltfModel.accessors.emplace_back();
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tangent2Accessor.bufferView = gltfModel.bufferViews.size();
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tangent2Accessor.componentType = TINYGLTF_COMPONENT_TYPE_UNSIGNED_BYTE;
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tangent2Accessor.count = lod.parts[i].num_vertices;
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tangent2Accessor.type = TINYGLTF_TYPE_VEC4;
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tangent2Accessor.byteOffset = offsetof(Vertex, tangent2);
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auto &colorAccessor = gltfModel.accessors.emplace_back();
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colorAccessor.bufferView = gltfModel.bufferViews.size();
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colorAccessor.componentType = TINYGLTF_COMPONENT_TYPE_FLOAT;
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colorAccessor.count = lod.parts[i].num_vertices;
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colorAccessor.type = TINYGLTF_TYPE_VEC4;
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colorAccessor.byteOffset = offsetof(Vertex, color);
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auto &boneWeightAccessor = gltfModel.accessors.emplace_back();
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boneWeightAccessor.bufferView = gltfModel.bufferViews.size();
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boneWeightAccessor.componentType = TINYGLTF_COMPONENT_TYPE_FLOAT;
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boneWeightAccessor.count = lod.parts[i].num_vertices;
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boneWeightAccessor.type = TINYGLTF_TYPE_VEC4;
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boneWeightAccessor.byteOffset = offsetof(Vertex, bone_weight);
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auto &boneIdAccessor = gltfModel.accessors.emplace_back();
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boneIdAccessor.bufferView = gltfModel.bufferViews.size();
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boneIdAccessor.componentType = TINYGLTF_COMPONENT_TYPE_UNSIGNED_BYTE;
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boneIdAccessor.count = lod.parts[i].num_vertices;
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boneIdAccessor.type = TINYGLTF_TYPE_VEC4;
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boneIdAccessor.byteOffset = offsetof(Vertex, bone_id);
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auto &vertexBufferView = gltfModel.bufferViews.emplace_back();
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vertexBufferView.buffer = gltfModel.buffers.size();
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vertexBufferView.target = TINYGLTF_TARGET_ARRAY_BUFFER;
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auto &vertexBuffer = gltfModel.buffers.emplace_back();
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vertexBuffer.data.resize(lod.parts[i].num_vertices * sizeof(Vertex));
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memcpy(vertexBuffer.data.data(), lod.parts[i].vertices, vertexBuffer.data.size());
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vertexBufferView.byteLength = vertexBuffer.data.size();
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vertexBufferView.byteStride = sizeof(Vertex);
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}
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// Indices
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{
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gltfPrimitive.indices = gltfModel.accessors.size();
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auto &indexAccessor = gltfModel.accessors.emplace_back();
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indexAccessor.bufferView = gltfModel.bufferViews.size();
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indexAccessor.componentType = TINYGLTF_COMPONENT_TYPE_UNSIGNED_SHORT;
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indexAccessor.count = lod.parts[i].num_indices;
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indexAccessor.type = TINYGLTF_TYPE_SCALAR;
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auto &indexBufferView = gltfModel.bufferViews.emplace_back();
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indexBufferView.buffer = gltfModel.buffers.size();
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indexBufferView.target = TINYGLTF_TARGET_ELEMENT_ARRAY_BUFFER;
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auto &indexBuffer = gltfModel.buffers.emplace_back();
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indexBuffer.data.resize(lod.parts[i].num_indices * sizeof(uint16_t));
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memcpy(indexBuffer.data.data(), lod.parts[i].indices, indexBuffer.data.size());
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indexBufferView.byteLength = indexBuffer.data.size();
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indexBufferView.byteStride = sizeof(uint16_t);
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}
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}
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auto &scene = gltfModel.scenes.emplace_back();
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scene.name = name.toStdString();
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scene.nodes = {0};
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tinygltf::TinyGLTF loader;
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||||||
|
loader.WriteGltfSceneToFile(&gltfModel, fileName.toStdString(), true, true, false, true);
|
||||||
|
}
|
16
parts/mdl/mdlexport.h
Normal file
16
parts/mdl/mdlexport.h
Normal file
|
@ -0,0 +1,16 @@
|
||||||
|
// SPDX-FileCopyrightText: 2023 Joshua Goins <josh@redstrate.com>
|
||||||
|
// SPDX-License-Identifier: GPL-3.0-or-later
|
||||||
|
|
||||||
|
#pragma once
|
||||||
|
|
||||||
|
#include <QString>
|
||||||
|
|
||||||
|
#include <glm/glm.hpp>
|
||||||
|
#include <physis.hpp>
|
||||||
|
|
||||||
|
// TODO: lol got rid of this
|
||||||
|
struct BoneData {
|
||||||
|
glm::mat4 localTransform, finalTransform, inversePose;
|
||||||
|
};
|
||||||
|
|
||||||
|
void exportModel(const QString &name, const physis_MDL &model, const physis_Skeleton &skeleton, const std::vector<BoneData> &boneData, const QString &fileName);
|
76
parts/mdl/mdlimport.cpp
Normal file
76
parts/mdl/mdlimport.cpp
Normal file
|
@ -0,0 +1,76 @@
|
||||||
|
// SPDX-FileCopyrightText: 2023 Joshua Goins <josh@redstrate.com>
|
||||||
|
// SPDX-License-Identifier: GPL-3.0-or-later
|
||||||
|
|
||||||
|
#include "mdlimport.h"
|
||||||
|
|
||||||
|
#include <QDebug>
|
||||||
|
#include <glm/glm.hpp>
|
||||||
|
|
||||||
|
#include "tiny_gltf.h"
|
||||||
|
|
||||||
|
void importModel(physis_MDL &existingModel, const QString &filename)
|
||||||
|
{
|
||||||
|
tinygltf::Model model;
|
||||||
|
|
||||||
|
std::string error, warning;
|
||||||
|
|
||||||
|
tinygltf::TinyGLTF loader;
|
||||||
|
if (!loader.LoadBinaryFromFile(&model, &error, &warning, filename.toStdString())) {
|
||||||
|
qInfo() << "Error when loading glTF model:" << error;
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (!warning.empty()) {
|
||||||
|
qInfo() << "Warnings when loading glTF model:" << warning;
|
||||||
|
}
|
||||||
|
|
||||||
|
for (const auto &node : model.nodes) {
|
||||||
|
// Detect if it's a mesh node
|
||||||
|
if (node.mesh >= 0) {
|
||||||
|
qInfo() << "Importing" << node.name;
|
||||||
|
|
||||||
|
const QStringList parts = QString::fromStdString(node.name).split(QLatin1Char(' '));
|
||||||
|
const QString &name = parts[0];
|
||||||
|
const QStringList lodPartNumber = parts[2].split(QLatin1Char('.'));
|
||||||
|
|
||||||
|
const int lodNumber = lodPartNumber[0].toInt();
|
||||||
|
const int partNumber = lodPartNumber[1].toInt();
|
||||||
|
|
||||||
|
qInfo() << "- LOD:" << lodNumber;
|
||||||
|
qInfo() << "- Part:" << partNumber;
|
||||||
|
|
||||||
|
auto &mesh = model.meshes[node.mesh];
|
||||||
|
auto &primitive = mesh.primitives[0];
|
||||||
|
|
||||||
|
// All of the accessors are mapped to the same buffer vertex view
|
||||||
|
const auto &vertexAccessor = model.accessors[primitive.attributes["POSITION"]];
|
||||||
|
const auto &vertexView = model.bufferViews[vertexAccessor.bufferView];
|
||||||
|
const auto &vertexBuffer = model.buffers[vertexView.buffer];
|
||||||
|
|
||||||
|
const auto &indexAccessor = model.accessors[primitive.indices];
|
||||||
|
const auto &indexView = model.bufferViews[indexAccessor.bufferView];
|
||||||
|
const auto &indexBuffer = model.buffers[indexView.buffer];
|
||||||
|
|
||||||
|
qInfo() << "- Importing mesh of" << vertexAccessor.count << "vertices and" << indexAccessor.count << "indices.";
|
||||||
|
|
||||||
|
auto vertexData = (glm::vec3 *)(&vertexBuffer.data.at(0) + vertexView.byteOffset);
|
||||||
|
|
||||||
|
std::vector<Vertex> newVertices;
|
||||||
|
for (int i = 0; i < vertexAccessor.count; i++) {
|
||||||
|
// Replace position data
|
||||||
|
auto vertex = existingModel.lods[lodNumber].parts[partNumber].vertices[i];
|
||||||
|
vertex.position[0] = vertexData[i].x;
|
||||||
|
vertex.position[1] = vertexData[i].y;
|
||||||
|
vertex.position[2] = vertexData[i].z;
|
||||||
|
|
||||||
|
newVertices.push_back(vertex);
|
||||||
|
}
|
||||||
|
|
||||||
|
auto indexData = (const uint16_t *)(&indexBuffer.data.at(0) + indexView.byteOffset);
|
||||||
|
|
||||||
|
physis_mdl_replace_vertices(&existingModel, lodNumber, partNumber, vertexAccessor.count, newVertices.data(), indexAccessor.count, indexData);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
qInfo() << "Successfully imported model!";
|
||||||
|
}
|
10
parts/mdl/mdlimport.h
Normal file
10
parts/mdl/mdlimport.h
Normal file
|
@ -0,0 +1,10 @@
|
||||||
|
// SPDX-FileCopyrightText: 2023 Joshua Goins <josh@redstrate.com>
|
||||||
|
// SPDX-License-Identifier: GPL-3.0-or-later
|
||||||
|
|
||||||
|
#pragma once
|
||||||
|
|
||||||
|
#include <QString>
|
||||||
|
|
||||||
|
#include <physis.hpp>
|
||||||
|
|
||||||
|
void importModel(physis_MDL &existingModel, const QString &filename);
|
|
@ -13,10 +13,8 @@
|
||||||
#include <QVulkanWindow>
|
#include <QVulkanWindow>
|
||||||
#include <cmath>
|
#include <cmath>
|
||||||
#include <glm/gtc/quaternion.hpp>
|
#include <glm/gtc/quaternion.hpp>
|
||||||
#include <glm/gtc/type_ptr.inl>
|
|
||||||
|
|
||||||
#include "filecache.h"
|
#include "filecache.h"
|
||||||
#include "tiny_gltf.h"
|
|
||||||
#include "vulkanwindow.h"
|
#include "vulkanwindow.h"
|
||||||
|
|
||||||
MDLPart::MDLPart(GameData *data, FileCache &cache)
|
MDLPart::MDLPart(GameData *data, FileCache &cache)
|
||||||
|
@ -49,233 +47,8 @@ MDLPart::MDLPart(GameData *data, FileCache &cache)
|
||||||
|
|
||||||
void MDLPart::exportModel(const QString &fileName)
|
void MDLPart::exportModel(const QString &fileName)
|
||||||
{
|
{
|
||||||
const int selectedModel = 0;
|
auto &model = models[0];
|
||||||
const int selectedLod = 0;
|
::exportModel(model.name, model.model, *skeleton, boneData, fileName);
|
||||||
|
|
||||||
const physis_MDL &model = models[selectedModel].model;
|
|
||||||
const physis_LOD &lod = model.lods[selectedLod];
|
|
||||||
|
|
||||||
tinygltf::Model gltfModel;
|
|
||||||
gltfModel.asset.generator = "Novus";
|
|
||||||
|
|
||||||
// TODO: just write the code better! dummy!!
|
|
||||||
gltfModel.nodes.reserve(1 + model.num_affected_bones + lod.num_parts);
|
|
||||||
|
|
||||||
auto &gltfSkeletonNode = gltfModel.nodes.emplace_back();
|
|
||||||
gltfSkeletonNode.name = skeleton->root_bone->name;
|
|
||||||
|
|
||||||
for (int i = 0; i < model.num_affected_bones; i++) {
|
|
||||||
auto &node = gltfModel.nodes.emplace_back();
|
|
||||||
node.name = model.affected_bone_names[i];
|
|
||||||
|
|
||||||
int real_bone_id = 0;
|
|
||||||
for (int k = 0; k < skeleton->num_bones; k++) {
|
|
||||||
if (strcmp(skeleton->bones[k].name, model.affected_bone_names[i]) == 0) {
|
|
||||||
real_bone_id = k;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
auto &real_bone = skeleton->bones[real_bone_id];
|
|
||||||
node.translation = {real_bone.position[0], real_bone.position[1], real_bone.position[2]};
|
|
||||||
node.rotation = {real_bone.rotation[0], real_bone.rotation[1], real_bone.rotation[2], real_bone.rotation[3]};
|
|
||||||
node.scale = {real_bone.scale[0], real_bone.scale[1], real_bone.scale[2]};
|
|
||||||
}
|
|
||||||
|
|
||||||
// setup parenting
|
|
||||||
for (int i = 0; i < model.num_affected_bones; i++) {
|
|
||||||
int real_bone_id = 0;
|
|
||||||
for (int k = 0; k < skeleton->num_bones; k++) {
|
|
||||||
if (strcmp(skeleton->bones[k].name, model.affected_bone_names[i]) == 0) {
|
|
||||||
real_bone_id = k;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
auto &real_bone = skeleton->bones[real_bone_id];
|
|
||||||
if (real_bone.parent_bone != nullptr) {
|
|
||||||
bool found = false;
|
|
||||||
for (int k = 0; k < model.num_affected_bones; k++) {
|
|
||||||
if (strcmp(model.affected_bone_names[k], real_bone.parent_bone->name) == 0) {
|
|
||||||
gltfModel.nodes[k + 1].children.push_back(i + 1); // +1 for the skeleton node taking up the first index
|
|
||||||
found = true;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// Find the next closest bone that isn't a direct descendant
|
|
||||||
// of n_root, but won't have a parent anyway
|
|
||||||
if (!found) {
|
|
||||||
gltfSkeletonNode.children.push_back(i + 1);
|
|
||||||
}
|
|
||||||
} else {
|
|
||||||
gltfSkeletonNode.children.push_back(i + 1);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
auto &gltfSkin = gltfModel.skins.emplace_back();
|
|
||||||
gltfSkin.name = gltfSkeletonNode.name;
|
|
||||||
gltfSkin.skeleton = 0;
|
|
||||||
for (int i = 1; i < gltfModel.nodes.size(); i++) {
|
|
||||||
gltfSkin.joints.push_back(i);
|
|
||||||
}
|
|
||||||
|
|
||||||
// Inverse bind matrices
|
|
||||||
{
|
|
||||||
gltfSkin.inverseBindMatrices = gltfModel.accessors.size();
|
|
||||||
|
|
||||||
auto &inverseAccessor = gltfModel.accessors.emplace_back();
|
|
||||||
inverseAccessor.bufferView = gltfModel.bufferViews.size();
|
|
||||||
inverseAccessor.componentType = TINYGLTF_COMPONENT_TYPE_FLOAT;
|
|
||||||
inverseAccessor.count = model.num_affected_bones;
|
|
||||||
inverseAccessor.type = TINYGLTF_TYPE_MAT4;
|
|
||||||
|
|
||||||
auto &inverseBufferView = gltfModel.bufferViews.emplace_back();
|
|
||||||
inverseBufferView.buffer = gltfModel.buffers.size();
|
|
||||||
|
|
||||||
auto &inverseBuffer = gltfModel.buffers.emplace_back();
|
|
||||||
for (int i = 0; i < model.num_affected_bones; i++) {
|
|
||||||
int real_bone_id = 0;
|
|
||||||
for (int k = 0; k < skeleton->num_bones; k++) {
|
|
||||||
if (strcmp(skeleton->bones[k].name, model.affected_bone_names[i]) == 0) {
|
|
||||||
real_bone_id = k;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
auto &real_bone = skeleton->bones[real_bone_id];
|
|
||||||
auto inverseMatrix = boneData[real_bone.index].inversePose;
|
|
||||||
auto inverseMatrixCPtr = reinterpret_cast<uint8_t *>(glm::value_ptr(inverseMatrix));
|
|
||||||
|
|
||||||
inverseBuffer.data.insert(inverseBuffer.data.end(), inverseMatrixCPtr, inverseMatrixCPtr + sizeof(float) * 16);
|
|
||||||
}
|
|
||||||
|
|
||||||
inverseBufferView.byteLength = inverseBuffer.data.size();
|
|
||||||
}
|
|
||||||
|
|
||||||
for (int i = 0; i < lod.num_parts; i++) {
|
|
||||||
gltfSkeletonNode.children.push_back(gltfModel.nodes.size());
|
|
||||||
|
|
||||||
auto &gltfNode = gltfModel.nodes.emplace_back();
|
|
||||||
|
|
||||||
gltfNode.name = models[0].name.toStdString() + " Part " + std::to_string(i) + ".0";
|
|
||||||
gltfNode.skin = 0;
|
|
||||||
|
|
||||||
gltfNode.mesh = gltfModel.meshes.size();
|
|
||||||
auto &gltfMesh = gltfModel.meshes.emplace_back();
|
|
||||||
|
|
||||||
gltfMesh.name = gltfNode.name + " Mesh Attribute";
|
|
||||||
|
|
||||||
auto &gltfPrimitive = gltfMesh.primitives.emplace_back();
|
|
||||||
gltfPrimitive.attributes["POSITION"] = gltfModel.accessors.size();
|
|
||||||
gltfPrimitive.attributes["TEXCOORD_0"] = gltfModel.accessors.size() + 1;
|
|
||||||
gltfPrimitive.attributes["TEXCOORD_1"] = gltfModel.accessors.size() + 2;
|
|
||||||
gltfPrimitive.attributes["NORMAL"] = gltfModel.accessors.size() + 3;
|
|
||||||
gltfPrimitive.attributes["COLOR_0"] = gltfModel.accessors.size() + 6;
|
|
||||||
gltfPrimitive.attributes["WEIGHTS_0"] = gltfModel.accessors.size() + 7;
|
|
||||||
gltfPrimitive.attributes["JOINTS_0"] = gltfModel.accessors.size() + 8;
|
|
||||||
gltfPrimitive.mode = TINYGLTF_MODE_TRIANGLES;
|
|
||||||
|
|
||||||
// Vertices
|
|
||||||
{
|
|
||||||
auto &positionAccessor = gltfModel.accessors.emplace_back();
|
|
||||||
positionAccessor.bufferView = gltfModel.bufferViews.size();
|
|
||||||
positionAccessor.componentType = TINYGLTF_COMPONENT_TYPE_FLOAT;
|
|
||||||
positionAccessor.count = lod.parts[i].num_vertices;
|
|
||||||
positionAccessor.type = TINYGLTF_TYPE_VEC3;
|
|
||||||
|
|
||||||
auto &uv0Accessor = gltfModel.accessors.emplace_back();
|
|
||||||
uv0Accessor.bufferView = gltfModel.bufferViews.size();
|
|
||||||
uv0Accessor.componentType = TINYGLTF_COMPONENT_TYPE_FLOAT;
|
|
||||||
uv0Accessor.count = lod.parts[i].num_vertices;
|
|
||||||
uv0Accessor.type = TINYGLTF_TYPE_VEC2;
|
|
||||||
uv0Accessor.byteOffset = offsetof(Vertex, uv0);
|
|
||||||
|
|
||||||
auto &uv1Accessor = gltfModel.accessors.emplace_back();
|
|
||||||
uv1Accessor.bufferView = gltfModel.bufferViews.size();
|
|
||||||
uv1Accessor.componentType = TINYGLTF_COMPONENT_TYPE_FLOAT;
|
|
||||||
uv1Accessor.count = lod.parts[i].num_vertices;
|
|
||||||
uv1Accessor.type = TINYGLTF_TYPE_VEC2;
|
|
||||||
uv1Accessor.byteOffset = offsetof(Vertex, uv1);
|
|
||||||
|
|
||||||
auto &normalAccessor = gltfModel.accessors.emplace_back();
|
|
||||||
normalAccessor.bufferView = gltfModel.bufferViews.size();
|
|
||||||
normalAccessor.componentType = TINYGLTF_COMPONENT_TYPE_FLOAT;
|
|
||||||
normalAccessor.count = lod.parts[i].num_vertices;
|
|
||||||
normalAccessor.type = TINYGLTF_TYPE_VEC3;
|
|
||||||
normalAccessor.byteOffset = offsetof(Vertex, normal);
|
|
||||||
|
|
||||||
auto &tangent1Accessor = gltfModel.accessors.emplace_back();
|
|
||||||
tangent1Accessor.bufferView = gltfModel.bufferViews.size();
|
|
||||||
tangent1Accessor.componentType = TINYGLTF_COMPONENT_TYPE_UNSIGNED_BYTE;
|
|
||||||
tangent1Accessor.count = lod.parts[i].num_vertices;
|
|
||||||
tangent1Accessor.type = TINYGLTF_TYPE_VEC4;
|
|
||||||
tangent1Accessor.byteOffset = offsetof(Vertex, tangent1);
|
|
||||||
|
|
||||||
auto &tangent2Accessor = gltfModel.accessors.emplace_back();
|
|
||||||
tangent2Accessor.bufferView = gltfModel.bufferViews.size();
|
|
||||||
tangent2Accessor.componentType = TINYGLTF_COMPONENT_TYPE_UNSIGNED_BYTE;
|
|
||||||
tangent2Accessor.count = lod.parts[i].num_vertices;
|
|
||||||
tangent2Accessor.type = TINYGLTF_TYPE_VEC4;
|
|
||||||
tangent2Accessor.byteOffset = offsetof(Vertex, tangent2);
|
|
||||||
|
|
||||||
auto &colorAccessor = gltfModel.accessors.emplace_back();
|
|
||||||
colorAccessor.bufferView = gltfModel.bufferViews.size();
|
|
||||||
colorAccessor.componentType = TINYGLTF_COMPONENT_TYPE_FLOAT;
|
|
||||||
colorAccessor.count = lod.parts[i].num_vertices;
|
|
||||||
colorAccessor.type = TINYGLTF_TYPE_VEC4;
|
|
||||||
colorAccessor.byteOffset = offsetof(Vertex, color);
|
|
||||||
|
|
||||||
auto &boneWeightAccessor = gltfModel.accessors.emplace_back();
|
|
||||||
boneWeightAccessor.bufferView = gltfModel.bufferViews.size();
|
|
||||||
boneWeightAccessor.componentType = TINYGLTF_COMPONENT_TYPE_FLOAT;
|
|
||||||
boneWeightAccessor.count = lod.parts[i].num_vertices;
|
|
||||||
boneWeightAccessor.type = TINYGLTF_TYPE_VEC4;
|
|
||||||
boneWeightAccessor.byteOffset = offsetof(Vertex, bone_weight);
|
|
||||||
|
|
||||||
auto &boneIdAccessor = gltfModel.accessors.emplace_back();
|
|
||||||
boneIdAccessor.bufferView = gltfModel.bufferViews.size();
|
|
||||||
boneIdAccessor.componentType = TINYGLTF_COMPONENT_TYPE_UNSIGNED_BYTE;
|
|
||||||
boneIdAccessor.count = lod.parts[i].num_vertices;
|
|
||||||
boneIdAccessor.type = TINYGLTF_TYPE_VEC4;
|
|
||||||
boneIdAccessor.byteOffset = offsetof(Vertex, bone_id);
|
|
||||||
|
|
||||||
auto &vertexBufferView = gltfModel.bufferViews.emplace_back();
|
|
||||||
vertexBufferView.buffer = gltfModel.buffers.size();
|
|
||||||
vertexBufferView.target = TINYGLTF_TARGET_ARRAY_BUFFER;
|
|
||||||
|
|
||||||
auto &vertexBuffer = gltfModel.buffers.emplace_back();
|
|
||||||
vertexBuffer.data.resize(lod.parts[i].num_vertices * sizeof(Vertex));
|
|
||||||
memcpy(vertexBuffer.data.data(), lod.parts[i].vertices, vertexBuffer.data.size());
|
|
||||||
|
|
||||||
vertexBufferView.byteLength = vertexBuffer.data.size();
|
|
||||||
vertexBufferView.byteStride = sizeof(Vertex);
|
|
||||||
}
|
|
||||||
|
|
||||||
// Indices
|
|
||||||
{
|
|
||||||
gltfPrimitive.indices = gltfModel.accessors.size();
|
|
||||||
auto &indexAccessor = gltfModel.accessors.emplace_back();
|
|
||||||
indexAccessor.bufferView = gltfModel.bufferViews.size();
|
|
||||||
indexAccessor.componentType = TINYGLTF_COMPONENT_TYPE_UNSIGNED_SHORT;
|
|
||||||
indexAccessor.count = lod.parts[i].num_indices;
|
|
||||||
indexAccessor.type = TINYGLTF_TYPE_SCALAR;
|
|
||||||
|
|
||||||
auto &indexBufferView = gltfModel.bufferViews.emplace_back();
|
|
||||||
indexBufferView.buffer = gltfModel.buffers.size();
|
|
||||||
indexBufferView.target = TINYGLTF_TARGET_ELEMENT_ARRAY_BUFFER;
|
|
||||||
|
|
||||||
auto &indexBuffer = gltfModel.buffers.emplace_back();
|
|
||||||
indexBuffer.data.resize(lod.parts[i].num_indices * sizeof(uint16_t));
|
|
||||||
memcpy(indexBuffer.data.data(), lod.parts[i].indices, indexBuffer.data.size());
|
|
||||||
|
|
||||||
indexBufferView.byteLength = indexBuffer.data.size();
|
|
||||||
indexBufferView.byteStride = sizeof(uint16_t);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
auto &scene = gltfModel.scenes.emplace_back();
|
|
||||||
scene.name = models[0].name.toStdString();
|
|
||||||
scene.nodes = {0};
|
|
||||||
|
|
||||||
tinygltf::TinyGLTF loader;
|
|
||||||
loader.WriteGltfSceneToFile(&gltfModel, fileName.toStdString(), true, true, false, true);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
RenderModel &MDLPart::getModel(const int index)
|
RenderModel &MDLPart::getModel(const int index)
|
||||||
|
|
|
@ -7,6 +7,7 @@
|
||||||
#include <optional>
|
#include <optional>
|
||||||
#include <physis.hpp>
|
#include <physis.hpp>
|
||||||
|
|
||||||
|
#include "mdlexport.h"
|
||||||
#include "renderer.hpp"
|
#include "renderer.hpp"
|
||||||
|
|
||||||
struct GameData;
|
struct GameData;
|
||||||
|
@ -38,10 +39,6 @@ public:
|
||||||
|
|
||||||
std::unique_ptr<physis_Skeleton> skeleton;
|
std::unique_ptr<physis_Skeleton> skeleton;
|
||||||
|
|
||||||
struct BoneData {
|
|
||||||
glm::mat4 localTransform, finalTransform, inversePose;
|
|
||||||
};
|
|
||||||
|
|
||||||
std::vector<BoneData> boneData;
|
std::vector<BoneData> boneData;
|
||||||
|
|
||||||
std::function<void()> requestUpdate;
|
std::function<void()> requestUpdate;
|
||||||
|
|
Loading…
Add table
Reference in a new issue