renderscript geometry converter.
Initial implementation of the converted from .obj and .dae file to the renderscript file format.
Change-Id: I47f4ecf0fb68515914b660dd3d548afa1920d79c
diff --git a/tools/a3dconvert/Android.mk b/tools/a3dconvert/Android.mk
new file mode 100644
index 0000000..7bc634e
--- /dev/null
+++ b/tools/a3dconvert/Android.mk
@@ -0,0 +1,40 @@
+# Copyright (C) 2011 The Android Open Source Project
+#
+# Licensed under the Apache License, Version 2.0 (the "License");
+# you may not use this file except in compliance with the License.
+# You may obtain a copy of the License at
+#
+# http://www.apache.org/licenses/LICENSE-2.0
+#
+# Unless required by applicable law or agreed to in writing, software
+# distributed under the License is distributed on an "AS IS" BASIS,
+# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+# See the License for the specific language governing permissions and
+# limitations under the License.
+
+LOCAL_PATH := $(call my-dir)
+
+# Host executable
+include $(CLEAR_VARS)
+LOCAL_MODULE := a3dconvert
+LOCAL_MODULE_TAGS := optional
+LOCAL_CFLAGS += -DANDROID_RS_SERIALIZE
+# Needed for colladaDom
+LOCAL_CFLAGS += -DNO_BOOST -DDOM_INCLUDE_TINYXML -DNO_ZAE
+
+LOCAL_SRC_FILES := \
+ a3dconvert.cpp \
+ ObjLoader.cpp \
+ ColladaConditioner.cpp \
+ ColladaGeometry.cpp \
+ ColladaLoader.cpp
+
+
+LOCAL_C_INCLUDES += external/collada/include
+LOCAL_C_INCLUDES += external/collada/include/1.4
+LOCAL_C_INCLUDES += frameworks/base/libs/rs
+
+LOCAL_LDLIBS := -lpthread
+LOCAL_STATIC_LIBRARIES += libRSserialize libutils libcutils
+LOCAL_STATIC_LIBRARIES += colladadom libtinyxml libpcrecpp libpcre
+include $(BUILD_HOST_EXECUTABLE)
diff --git a/tools/a3dconvert/ColladaConditioner.cpp b/tools/a3dconvert/ColladaConditioner.cpp
new file mode 100644
index 0000000..0b0f694
--- /dev/null
+++ b/tools/a3dconvert/ColladaConditioner.cpp
@@ -0,0 +1,203 @@
+/*
+* Copyright 2006 Sony Computer Entertainment Inc.
+*
+* Licensed under the MIT Open Source License, for details please see license.txt or the website
+* http://www.opensource.org/licenses/mit-license.php
+*
+*/
+
+#include "ColladaConditioner.h"
+unsigned int ColladaConditioner::getMaxOffset( domInputLocalOffset_Array &input_array ) {
+
+ unsigned int maxOffset = 0;
+ for ( unsigned int i = 0; i < input_array.getCount(); i++ ) {
+ if ( input_array[i]->getOffset() > maxOffset ) {
+ maxOffset = (unsigned int)input_array[i]->getOffset();
+ }
+ }
+ return maxOffset;
+}
+
+void ColladaConditioner::createTrianglesFromPolylist( domMesh *thisMesh, domPolylist *thisPolylist ) {
+
+ // Create a new <triangles> inside the mesh that has the same material as the <polylist>
+ domTriangles *thisTriangles = (domTriangles *)thisMesh->createAndPlace("triangles");
+ //thisTriangles->setCount( 0 );
+ unsigned int triangles = 0;
+ thisTriangles->setMaterial(thisPolylist->getMaterial());
+ domP* p_triangles = (domP*)thisTriangles->createAndPlace("p");
+
+ // Give the new <triangles> the same <_dae> and <parameters> as the old <polylist>
+ for(int i=0; i<(int)(thisPolylist->getInput_array().getCount()); i++) {
+
+ thisTriangles->placeElement( thisPolylist->getInput_array()[i]->clone() );
+ }
+
+ // Get the number of inputs and primitives for the polygons array
+ int numberOfInputs = (int)getMaxOffset(thisPolylist->getInput_array()) + 1;
+ int numberOfPrimitives = (int)(thisPolylist->getVcount()->getValue().getCount());
+
+ unsigned int offset = 0;
+
+ // Triangulate all the primitives, this generates all the triangles in a single <p> element
+ for(int j = 0; j < numberOfPrimitives; j++) {
+
+ int triangleCount = (int)thisPolylist->getVcount()->getValue()[j] -2;
+ // Write out the primitives as triangles, just fan using the first element as the base
+ int idx = numberOfInputs;
+ for(int k = 0; k < triangleCount; k++) {
+ // First vertex
+ for(int l = 0; l < numberOfInputs; l++) {
+
+ p_triangles->getValue().append(thisPolylist->getP()->getValue()[offset + l]);
+ }
+ // Second vertex
+ for(int l = 0; l < numberOfInputs; l++) {
+
+ p_triangles->getValue().append(thisPolylist->getP()->getValue()[offset + idx + l]);
+ }
+ // Third vertex
+ idx += numberOfInputs;
+ for(int l = 0; l < numberOfInputs; l++) {
+
+ p_triangles->getValue().append(thisPolylist->getP()->getValue()[offset + idx + l]);
+ }
+ triangles++;
+ }
+ offset += (unsigned int)thisPolylist->getVcount()->getValue()[j] * numberOfInputs;
+ }
+ thisTriangles->setCount( triangles );
+
+}
+
+void ColladaConditioner::createTrianglesFromPolygons( domMesh *thisMesh, domPolygons *thisPolygons ) {
+
+ // Create a new <triangles> inside the mesh that has the same material as the <polygons>
+ domTriangles *thisTriangles = (domTriangles *)thisMesh->createAndPlace("triangles");
+ thisTriangles->setCount( 0 );
+ thisTriangles->setMaterial(thisPolygons->getMaterial());
+ domP* p_triangles = (domP*)thisTriangles->createAndPlace("p");
+
+ // Give the new <triangles> the same <_dae> and <parameters> as the old <polygons>
+ for(int i=0; i<(int)(thisPolygons->getInput_array().getCount()); i++) {
+
+ thisTriangles->placeElement( thisPolygons->getInput_array()[i]->clone() );
+ }
+
+ // Get the number of inputs and primitives for the polygons array
+ int numberOfInputs = (int)getMaxOffset(thisPolygons->getInput_array()) +1;
+ int numberOfPrimitives = (int)(thisPolygons->getP_array().getCount());
+
+ // Triangulate all the primitives, this generates all the triangles in a single <p> element
+ for(int j = 0; j < numberOfPrimitives; j++) {
+
+ // Check the polygons for consistancy (some exported files have had the wrong number of indices)
+ domP * thisPrimitive = thisPolygons->getP_array()[j];
+ int elementCount = (int)(thisPrimitive->getValue().getCount());
+ // Skip the invalid primitive
+ if((elementCount % numberOfInputs) != 0) {
+ continue;
+ } else {
+ int triangleCount = (elementCount/numberOfInputs)-2;
+ // Write out the primitives as triangles, just fan using the first element as the base
+ int idx = numberOfInputs;
+ for(int k = 0; k < triangleCount; k++) {
+ // First vertex
+ for(int l = 0; l < numberOfInputs; l++) {
+
+ p_triangles->getValue().append(thisPrimitive->getValue()[l]);
+ }
+ // Second vertex
+ for(int l = 0; l < numberOfInputs; l++) {
+
+ p_triangles->getValue().append(thisPrimitive->getValue()[idx + l]);
+ }
+ // Third vertex
+ idx += numberOfInputs;
+ for(int l = 0; l < numberOfInputs; l++) {
+
+ p_triangles->getValue().append(thisPrimitive->getValue()[idx + l]);
+ }
+ thisTriangles->setCount(thisTriangles->getCount()+1);
+ }
+ }
+ }
+
+}
+
+
+bool ColladaConditioner::triangulate(DAE *dae) {
+
+ int error = 0;
+
+ // How many geometry elements are there?
+ int geometryElementCount = (int)(dae->getDatabase()->getElementCount(NULL, "geometry" ));
+
+ for(int currentGeometry = 0; currentGeometry < geometryElementCount; currentGeometry++) {
+
+ // Find the next geometry element
+ domGeometry *thisGeometry;
+ // error = _dae->getDatabase()->getElement((daeElement**)&thisGeometry,currentGeometry, NULL, "geometry");
+ daeElement * element = 0;
+ error = dae->getDatabase()->getElement(&element,currentGeometry, NULL, "geometry");
+ thisGeometry = (domGeometry *) element;
+
+ // Get the mesh out of the geometry
+ domMesh *thisMesh = thisGeometry->getMesh();
+
+ if (thisMesh == NULL){
+ continue;
+ }
+
+ // Loop over all the polygon elements
+ for(int currentPolygons = 0; currentPolygons < (int)(thisMesh->getPolygons_array().getCount()); currentPolygons++) {
+
+ // Get the polygons out of the mesh
+ // Always get index 0 because every pass through this loop deletes the <polygons> element as it finishes with it
+ domPolygons *thisPolygons = thisMesh->getPolygons_array()[currentPolygons];
+ createTrianglesFromPolygons( thisMesh, thisPolygons );
+ }
+ while (thisMesh->getPolygons_array().getCount() > 0) {
+
+ domPolygons *thisPolygons = thisMesh->getPolygons_array().get(0);
+ // Remove the polygons from the mesh
+ thisMesh->removeChildElement(thisPolygons);
+ }
+ int polylistElementCount = (int)(thisMesh->getPolylist_array().getCount());
+ for(int currentPolylist = 0; currentPolylist < polylistElementCount; currentPolylist++) {
+
+ // Get the polylist out of the mesh
+ // Always get index 0 because every pass through this loop deletes the <polygons> element as it finishes with it
+ domPolylist *thisPolylist = thisMesh->getPolylist_array()[currentPolylist];
+ createTrianglesFromPolylist( thisMesh, thisPolylist );
+ }
+ while (thisMesh->getPolylist_array().getCount() > 0) {
+
+ domPolylist *thisPolylist = thisMesh->getPolylist_array().get(0);
+ // Remove the polylist from the mesh
+ thisMesh->removeChildElement(thisPolylist);
+ }
+ }
+ return (error == 0);
+}
+
+bool ColladaConditioner::triangulate(const char *inputFile) {
+
+ DAE dae;
+ bool convertSuceeded = true;
+ domCOLLADA* root = dae.open(inputFile);
+
+ if (!root) {
+ printf("Failed to read file %s.\n", inputFile);
+ return false;
+ }
+
+ convertSuceeded = triangulate(&dae);
+
+ dae.writeAll();
+ if(!convertSuceeded) {
+ printf("Encountered errors\n");
+ }
+
+ return convertSuceeded;
+}
\ No newline at end of file
diff --git a/tools/a3dconvert/ColladaConditioner.h b/tools/a3dconvert/ColladaConditioner.h
new file mode 100644
index 0000000..470b7b6
--- /dev/null
+++ b/tools/a3dconvert/ColladaConditioner.h
@@ -0,0 +1,28 @@
+/*
+* Copyright 2006 Sony Computer Entertainment Inc.
+*
+* Licensed under the MIT Open Source License, for details please see license.txt or the website
+* http://www.opensource.org/licenses/mit-license.php
+*
+*/
+
+#ifndef COLLADA_CONDITIONER
+#define COLLADA_CONDITIONER
+
+#include <dae.h>
+#include <dom/domConstants.h>
+#include <dom/domCOLLADA.h>
+
+class ColladaConditioner {
+
+private:
+ unsigned int getMaxOffset( domInputLocalOffset_Array &input_array );
+ void createTrianglesFromPolylist( domMesh *thisMesh, domPolylist *thisPolylist );
+ void createTrianglesFromPolygons( domMesh *thisMesh, domPolygons *thisPolygons );
+
+public:
+ bool triangulate(DAE *dae);
+ bool triangulate(const char *inputFile);
+};
+
+#endif //COLLADA_CONDITIONER
diff --git a/tools/a3dconvert/ColladaGeometry.cpp b/tools/a3dconvert/ColladaGeometry.cpp
new file mode 100644
index 0000000..1aba4f1
--- /dev/null
+++ b/tools/a3dconvert/ColladaGeometry.cpp
@@ -0,0 +1,319 @@
+/*
+* Copyright 2006 Sony Computer Entertainment Inc.
+*
+* Licensed under the MIT Open Source License, for details please see license.txt or the website
+* http://www.opensource.org/licenses/mit-license.php
+*
+*/
+
+#include "ColladaGeometry.h"
+#include <iostream>
+#include <sstream>
+
+ColladaGeometry::ColladaGeometry() :
+ mPositionFloats(NULL), mPositionOffset(-1),
+ mNormalFloats(NULL), mNormalOffset(-1),
+ mTangentFloats(NULL), mTangentOffset(-1),
+ mBinormalFloats(NULL), mBinormalOffset(-1),
+ mTexture1Floats(NULL), mTexture1Offset(-1),
+ mMultiIndexOffset(-1),
+ mPositionsStride(3), mNormalsStride(3),
+ mTextureCoordsStride(2), mTangentssStride(3), mBinormalsStride(3) {
+
+ mConvertedMesh.appendChannel("position", mPositionsStride);
+ mConvertedMesh.appendChannel("normal", mNormalsStride);
+ mConvertedMesh.appendChannel("texture0", mTextureCoordsStride);
+ mConvertedMesh.appendChannel("binormal", mBinormalsStride);
+ mConvertedMesh.appendChannel("tangent", mTangentssStride);
+
+ mPositions = &mConvertedMesh.mChannels[0].mData;
+ mNormals = &mConvertedMesh.mChannels[1].mData;
+ mTextureCoords = &mConvertedMesh.mChannels[2].mData;
+ mBinormals = &mConvertedMesh.mChannels[3].mData;
+ mTangents = &mConvertedMesh.mChannels[4].mData;
+}
+
+bool ColladaGeometry::init(domGeometryRef geometry) {
+
+ bool convertSuceeded = true;
+
+ const char* geoName = geometry->getName();
+ if (geoName == NULL) {
+ geoName = geometry->getId();
+ }
+ mConvertedMesh.mName = geoName;
+ mMesh = geometry->getMesh();
+
+ // Iterate over all the index groups and build up a simple resolved tri list and vertex array
+ const domTriangles_Array &allTriLists = mMesh->getTriangles_array();
+ int numTriLists = allTriLists.getCount();
+ mConvertedMesh.mTriangleLists.reserve(numTriLists);
+ mConvertedMesh.mTriangleListNames.reserve(numTriLists);
+ for (int i = 0; i < numTriLists; i ++) {
+ addTriangles(allTriLists[i]);
+ }
+
+ return convertSuceeded;
+}
+
+void ColladaGeometry::addTriangles(domTriangles * colladaTriangles) {
+
+ int numTriangles = colladaTriangles->getCount();
+ int triListIndex = mConvertedMesh.mTriangleLists.size();
+ mConvertedMesh.mTriangleLists.resize(triListIndex + 1);
+ std::string materialName = colladaTriangles->getMaterial();
+ if (materialName.size() == 0) {
+ char buffer[128];
+ sprintf(buffer, "index%d", triListIndex);
+ materialName = buffer;
+ }
+ mConvertedMesh.mTriangleListNames.push_back(materialName);
+
+ // It's a good idea to tell stl how much memory we intend to use
+ // to limit the number of reallocations
+ mPositions->reserve(numTriangles * 3);
+ mNormals->reserve(numTriangles * 3);
+ mTangents->reserve(numTriangles * 3);
+ mBinormals->reserve(numTriangles * 3);
+ mTextureCoords->reserve(numTriangles * 3);
+
+ // Stores the pointers to the image data and where in the tri list that data comes from
+ cacheOffsetsAndDataPointers(colladaTriangles);
+
+ // Collapse the multiindex that collada uses
+ const domListOfUInts &colladaIndexList = colladaTriangles->getP()->getValue();
+ std::vector<uint32_t> &a3dIndexList = mConvertedMesh.mTriangleLists[triListIndex];
+ a3dIndexList.resize(numTriangles * 3);
+ for (int i = 0; i < numTriangles * 3; i ++) {
+
+ a3dIndexList[i] = remapIndexAndStoreData(colladaIndexList, i);
+ }
+
+}
+
+void ColladaGeometry::cacheOffsetsAndDataPointers(domTriangles * colladaTriangles) {
+ // Define the names of known vertex channels
+ const char *positionSemantic = "POSITION";
+ const char *vertexSemantic = "VERTEX";
+ const char *normalSemantic = "NORMAL";
+ const char *tangentSemantic = "TANGENT";
+ const char *binormalSemantic = "BINORMAL";
+ const char *texture1Semantic = "TEXCOORD";
+
+ const domInputLocalOffset_Array &inputs = colladaTriangles->getInput_array();
+ mMultiIndexOffset = inputs.getCount();
+
+ // inputs with offsets
+ // There are two places collada can put links to our data
+ // 1 - in the VERTEX, which is its way of saying follow a link to the vertex structure
+ // then every geometry array you find there is the same size as the position array
+ // 2 - a direct link to the channel from the primitive list. This tells us that there are
+ // potentially more or less floats in those channels because there is some vertex re-use
+ // or divergence in that data channel. For example, highly segmented uv set would produce a
+ // larger array because for every physical vertex position thre might be 2 or more uv coords
+ for (uint32_t i = 0; i < inputs.getCount(); i ++) {
+
+ int currentOffset = inputs[i]->getOffset();
+ const char *currentSemantic = inputs[i]->getSemantic();
+
+ domSource * source = (domSource*) (domElement*) inputs[i]->getSource().getElement();
+ if (strcmp(vertexSemantic, currentSemantic) == 0) {
+ mPositionOffset = currentOffset;
+ }
+ else if (strcmp(normalSemantic, currentSemantic) == 0) {
+ mNormalOffset = currentOffset;
+ mNormalFloats = &source->getFloat_array()->getValue();
+ }
+ else if (strcmp(tangentSemantic, currentSemantic) == 0) {
+ mTangentOffset = currentOffset;
+ mTangentFloats = &source->getFloat_array()->getValue();
+ }
+ else if (strcmp(binormalSemantic, currentSemantic) == 0) {
+ mBinormalOffset = currentOffset;
+ mBinormalFloats = &source->getFloat_array()->getValue();
+ }
+ else if (strcmp(texture1Semantic, currentSemantic) == 0) {
+ mTexture1Offset = currentOffset;
+ mTexture1Floats = & source->getFloat_array()->getValue();
+ }
+ }
+
+ // There are multiple ways of getting to data, so follow them all
+ domVertices * vertices = mMesh->getVertices();
+ const domInputLocal_Array &verticesInputs = vertices->getInput_array();
+ for (uint32_t i = 0; i < verticesInputs.getCount(); i ++) {
+
+ const char *currentSemantic = verticesInputs[i]->getSemantic();
+
+ domSource * source = (domSource*) (domElement*) verticesInputs[i]->getSource().getElement();
+ if (strcmp(positionSemantic, currentSemantic) == 0) {
+ mPositionFloats = & source->getFloat_array()->getValue();
+ // TODO: Querry this from the accessor in the future because
+ // I supopose it's possible to have 4 floats if we hide something in w
+ int numberOfFloatsPerPoint = 3;
+ // We want to cllapse duplicate vertices, otherwise we could just unroll the tri list
+ mVertexRemap.resize(source->getFloat_array()->getCount()/numberOfFloatsPerPoint);
+ }
+ else if (strcmp(normalSemantic, currentSemantic) == 0) {
+ mNormalFloats = & source->getFloat_array()->getValue();
+ mNormalOffset = mPositionOffset;
+ }
+ else if (strcmp(tangentSemantic, currentSemantic) == 0) {
+ mTangentFloats = & source->getFloat_array()->getValue();
+ mTangentOffset = mPositionOffset;
+ }
+ else if (strcmp(binormalSemantic, currentSemantic) == 0) {
+ mBinormalFloats = & source->getFloat_array()->getValue();
+ mBinormalOffset = mPositionOffset;
+ }
+ else if (strcmp(texture1Semantic, currentSemantic) == 0) {
+ mTexture1Floats = & source->getFloat_array()->getValue();
+ mTexture1Offset = mPositionOffset;
+ }
+ }
+}
+
+int ColladaGeometry::remapIndexAndStoreData(const domListOfUInts &colladaIndexList, int indexToRemap) {
+
+ domUint positionIndex = colladaIndexList[indexToRemap*mMultiIndexOffset + mPositionOffset];
+
+ float posX = (*mPositionFloats)[positionIndex * mPositionsStride + 0];
+ float posY = (*mPositionFloats)[positionIndex * mPositionsStride + 1];
+ float posZ = (*mPositionFloats)[positionIndex * mPositionsStride + 2];
+
+ float normX = 0;
+ float normY = 0;
+ float normZ = 0;
+
+ if (mNormalOffset != -1) {
+ domUint normalIndex = colladaIndexList[indexToRemap*mMultiIndexOffset + mNormalOffset];
+ normX = (*mNormalFloats)[normalIndex * mNormalsStride + 0];
+ normY = (*mNormalFloats)[normalIndex * mNormalsStride + 1];
+ normZ = (*mNormalFloats)[normalIndex * mNormalsStride + 2];
+ }
+
+ float tanX = 0;
+ float tanY = 0;
+ float tanZ = 0;
+
+ if (mTangentOffset != -1) {
+ domUint tangentIndex = colladaIndexList[indexToRemap*mMultiIndexOffset + mTangentOffset];
+ tanX = (*mTangentFloats)[tangentIndex * mTangentssStride + 0];
+ tanY = (*mTangentFloats)[tangentIndex * mTangentssStride + 1];
+ tanZ = (*mTangentFloats)[tangentIndex * mTangentssStride + 2];
+ }
+
+ float binormX = 0;
+ float binormY = 0;
+ float binormZ = 0;
+
+ if (mBinormalOffset != -1) {
+ domUint binormalIndex = colladaIndexList[indexToRemap*mMultiIndexOffset + mNormalOffset];
+ binormX = (*mBinormalFloats)[binormalIndex * mBinormalsStride + 0];
+ binormY = (*mBinormalFloats)[binormalIndex * mBinormalsStride + 1];
+ binormZ = (*mBinormalFloats)[binormalIndex * mBinormalsStride + 2];
+ }
+
+ float texCoordX = 0;
+ float texCoordY = 0;
+
+ if (mTexture1Offset != -1) {
+ domUint texCoordIndex = colladaIndexList[indexToRemap*mMultiIndexOffset + mTexture1Offset];
+ texCoordX = (*mTexture1Floats)[texCoordIndex * mTextureCoordsStride + 0];
+ texCoordY = (*mTexture1Floats)[texCoordIndex * mTextureCoordsStride + 1];
+ }
+
+ std::vector<uint32_t> &ithRemapList = mVertexRemap[positionIndex];
+ // We may have some potential vertices we can reuse
+ // loop over all the potential candidates and see if any match our guy
+ for (uint32_t i = 0; i < ithRemapList.size(); i ++) {
+
+ int ithRemap = ithRemapList[i];
+ // compare existing vertex with the new one
+ if ((*mPositions)[ithRemap * mPositionsStride + 0] != posX ||
+ (*mPositions)[ithRemap * mPositionsStride + 1] != posY ||
+ (*mPositions)[ithRemap * mPositionsStride + 2] != posZ) {
+ continue;
+ }
+
+ // Now go over normals
+ if (mNormalOffset != -1) {
+ if ((*mNormals)[ithRemap * mNormalsStride + 0] != normX ||
+ (*mNormals)[ithRemap * mNormalsStride + 1] != normY ||
+ (*mNormals)[ithRemap * mNormalsStride + 2] != normZ) {
+ continue;
+ }
+ }
+
+ // Now go over tangents
+ if (mTangentOffset != -1) {
+ if ((*mTangents)[ithRemap * mTangentssStride + 0] != tanX ||
+ (*mTangents)[ithRemap * mTangentssStride + 1] != tanY ||
+ (*mTangents)[ithRemap * mTangentssStride + 2] != tanZ) {
+ continue;
+ }
+ }
+
+ // Now go over binormals
+ if (mBinormalOffset != -1) {
+ if ((*mBinormals)[ithRemap * mBinormalsStride + 0] != binormX ||
+ (*mBinormals)[ithRemap * mBinormalsStride + 1] != binormY ||
+ (*mBinormals)[ithRemap * mBinormalsStride + 2] != binormZ) {
+ continue;
+ }
+ }
+
+ // And texcoords
+ if (mTexture1Offset != -1) {
+ if ((*mTextureCoords)[ithRemap * mTextureCoordsStride + 0] != texCoordX ||
+ (*mTextureCoords)[ithRemap * mTextureCoordsStride + 1] != texCoordY) {
+ continue;
+ }
+ }
+
+ // If we got here the new vertex is identical to the one that we already stored
+ return ithRemap;
+ }
+
+ // We did not encounter this vertex yet, store it and return its index
+ mPositions->push_back(posX);
+ mPositions->push_back(posY);
+ mPositions->push_back(posZ);
+
+ if (mNormalOffset != -1) {
+ mNormals->push_back(normX);
+ mNormals->push_back(normY);
+ mNormals->push_back(normZ);
+ }
+
+ if (mTangentOffset != -1) {
+ mTangents->push_back(tanX);
+ mTangents->push_back(tanY);
+ mTangents->push_back(tanZ);
+ }
+
+ if (mBinormalOffset != -1) {
+ mBinormals->push_back(binormX);
+ mBinormals->push_back(binormY);
+ mBinormals->push_back(binormZ);
+ }
+
+ if (mTexture1Offset != -1) {
+ mTextureCoords->push_back(texCoordX);
+ mTextureCoords->push_back(texCoordY);
+ }
+
+ // We need to remember this mapping. Since we are storing floats, not vec3's, need to
+ // divide by position size to get the right index
+ int currentVertexIndex = (mPositions->size()/mPositionsStride) - 1;
+ ithRemapList.push_back(currentVertexIndex);
+
+ return currentVertexIndex;
+}
+
+
+
+
+
+
+
diff --git a/tools/a3dconvert/ColladaGeometry.h b/tools/a3dconvert/ColladaGeometry.h
new file mode 100644
index 0000000..5774997
--- /dev/null
+++ b/tools/a3dconvert/ColladaGeometry.h
@@ -0,0 +1,84 @@
+/*
+* Copyright 2006 Sony Computer Entertainment Inc.
+*
+* Licensed under the MIT Open Source License, for details please see license.txt or the website
+* http://www.opensource.org/licenses/mit-license.php
+*
+*/
+
+#ifndef _COLLADA_GEOMETRY_H_
+#define _COLLADA_GEOMETRY_H_
+
+#include <dae.h>
+#include <dom/domCOLLADA.h>
+#include <vector>
+#include <string>
+
+#include "rsContext.h"
+#include "rsMesh.h"
+#include "SimpleMesh.h"
+
+using namespace android;
+using namespace android::renderscript;
+
+
+class ColladaGeometry {
+public:
+ ColladaGeometry();
+ bool init(domGeometryRef geometry);
+
+ Mesh *getMesh(Context *rsc) {
+ return mConvertedMesh.getMesh(rsc);
+ }
+
+private:
+
+ //Store some collada stuff
+ domMesh *mMesh;
+
+ // Cache the pointers to the collada version of the data
+ // This contains raw vertex data that is not necessarily the same size for all
+ // Offset refers to the way collada packs each triangle's index to position / normal / etc.
+ domListOfFloats *mPositionFloats;
+ int mPositionOffset;
+ domListOfFloats *mNormalFloats;
+ int mNormalOffset;
+ domListOfFloats *mTangentFloats;
+ int mTangentOffset;
+ domListOfFloats *mBinormalFloats;
+ int mBinormalOffset;
+ domListOfFloats *mTexture1Floats;
+ int mTexture1Offset;
+
+ // In the list of triangles, collada uses multiple indecies per triangle to point to the correct
+ // index in all the different arrays. We need to know the total number of these guys so we can
+ // just to the next triangle to process
+ int mMultiIndexOffset;
+
+ // All these vectors would contain the same number of "points"
+ // index*stride would properly get to the uv, normal etc.
+ // collada, like maya and many others keep point array, normal array etc
+ // different size in the cases the same vertex produces divergent normals for different faces
+ std::vector<float> *mPositions;
+ unsigned int mPositionsStride;
+ std::vector<float> *mNormals;
+ unsigned int mNormalsStride;
+ std::vector<float> *mTextureCoords;
+ unsigned int mTextureCoordsStride;
+ std::vector<float> *mTangents;
+ unsigned int mTangentssStride;
+ std::vector<float> *mBinormals;
+ unsigned int mBinormalsStride;
+
+ SimpleMesh mConvertedMesh;
+
+ // This vector is used to remap a position index into a list of all divergent vertices
+ std::vector<std::vector<unsigned int> > mVertexRemap;
+
+ void addTriangles(domTriangles * colladaTriangles);
+ void cacheOffsetsAndDataPointers(domTriangles * colladaTriangles);
+ int remapIndexAndStoreData(const domListOfUInts &colladaIndexList, int indexToRemap);
+
+};
+
+#endif //COLLADA_TO_A3D_GEOMETRY
diff --git a/tools/a3dconvert/ColladaLoader.cpp b/tools/a3dconvert/ColladaLoader.cpp
new file mode 100644
index 0000000..8a74748
--- /dev/null
+++ b/tools/a3dconvert/ColladaLoader.cpp
@@ -0,0 +1,120 @@
+/*
+ * Copyright (C) 2011 The Android Open Source Project
+ *
+ * Licensed under the Apache License, Version 2.0 (the "License");
+ * you may not use this file except in compliance with the License.
+ * You may obtain a copy of the License at
+ *
+ * http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ * See the License for the specific language governing permissions and
+ * limitations under the License.
+ */
+
+#include "ColladaLoader.h"
+#include "ColladaConditioner.h"
+#include "ColladaGeometry.h"
+#include "rsContext.h"
+#include "rsFileA3D.h"
+
+#include <dae.h>
+#include <dom/domCOLLADA.h>
+
+ColladaLoader::ColladaLoader() {
+
+}
+
+ColladaLoader::~ColladaLoader() {
+ clearGeometry();
+}
+
+void ColladaLoader::clearGeometry() {
+ for (uint32_t i = 0; i < mGeometries.size(); i++) {
+ delete mGeometries[i];
+ }
+ mGeometries.clear();
+}
+
+bool ColladaLoader::init(const char *colladaFile) {
+ DAE dae;
+
+ clearGeometry();
+
+ bool convertSuceeded = true;
+
+ domCOLLADA* root = dae.open(colladaFile);
+ if (!root) {
+ fprintf(stderr, "Failed to read file %s.\n", colladaFile);
+ return false;
+ }
+
+ // We only want to deal with triangulated meshes since rendering complex polygons is not feasible
+ ColladaConditioner conditioner;
+ conditioner.triangulate(&dae);
+
+ domLibrary_geometries *allGeometry = daeSafeCast<domLibrary_geometries>(root->getDescendant("library_geometries"));
+
+ if (allGeometry) {
+ convertSuceeded = convertAllGeometry(allGeometry) && convertSuceeded;
+ }
+
+ return convertSuceeded;
+}
+
+bool ColladaLoader::convertToA3D(const char *a3dFile) {
+ if (mGeometries.size() == 0) {
+ return false;
+ }
+ // Now write all this stuff out
+ Context rsc;
+ FileA3D file(&rsc);
+
+ for (uint32_t i = 0; i < mGeometries.size(); i++) {
+ Mesh *exportedMesh = mGeometries[i]->getMesh(&rsc);
+ file.appendToFile(exportedMesh);
+ delete exportedMesh;
+ }
+
+ file.writeFile(a3dFile);
+ return true;
+}
+
+bool ColladaLoader::convertAllGeometry(domLibrary_geometries *allGeometry) {
+
+ bool convertSuceeded = true;
+ domGeometry_Array &geo_array = allGeometry->getGeometry_array();
+ for (size_t i = 0; i < geo_array.getCount(); i++) {
+ domGeometry *geometry = geo_array[i];
+ const char *geometryName = geometry->getName();
+ if (geometryName == NULL) {
+ geometryName = geometry->getId();
+ }
+
+ domMeshRef mesh = geometry->getMesh();
+ if (mesh != NULL) {
+ printf("Converting geometry: %s\n", geometryName);
+ convertSuceeded = convertGeometry(geometry) && convertSuceeded;
+ } else {
+ printf("Skipping geometry: %s, unsupported type\n", geometryName);
+ }
+
+ }
+
+ return convertSuceeded;
+}
+
+bool ColladaLoader::convertGeometry(domGeometry *geometry) {
+ bool convertSuceeded = true;
+
+ domMeshRef mesh = geometry->getMesh();
+
+ ColladaGeometry *convertedGeo = new ColladaGeometry();
+ convertedGeo->init(geometry);
+
+ mGeometries.push_back(convertedGeo);
+
+ return convertSuceeded;
+}
diff --git a/tools/a3dconvert/ColladaLoader.h b/tools/a3dconvert/ColladaLoader.h
new file mode 100644
index 0000000..aa66e7d
--- /dev/null
+++ b/tools/a3dconvert/ColladaLoader.h
@@ -0,0 +1,43 @@
+/*
+ * Copyright (C) 2011 The Android Open Source Project
+ *
+ * Licensed under the Apache License, Version 2.0 (the "License");
+ * you may not use this file except in compliance with the License.
+ * You may obtain a copy of the License at
+ *
+ * http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ * See the License for the specific language governing permissions and
+ * limitations under the License.
+ */
+
+#ifndef _COLLADA_LOADER_H_
+#define _COLLADA_LOADER_H_
+
+#include <vector>
+
+class domLibrary_geometries;
+class domGeometry;
+class ColladaGeometry;
+
+class ColladaLoader {
+public:
+ ColladaLoader();
+ ~ColladaLoader();
+
+ bool init(const char *colladaFile);
+ bool convertToA3D(const char *a3dFile);
+
+private:
+ void clearGeometry();
+ std::vector<ColladaGeometry*> mGeometries;
+
+ bool convertAllGeometry(domLibrary_geometries *allGeometry);
+ bool convertGeometry(domGeometry *geometry);
+
+};
+
+#endif
\ No newline at end of file
diff --git a/tools/a3dconvert/ObjLoader.cpp b/tools/a3dconvert/ObjLoader.cpp
new file mode 100644
index 0000000..4465f4f
--- /dev/null
+++ b/tools/a3dconvert/ObjLoader.cpp
@@ -0,0 +1,351 @@
+/*
+ * Copyright (C) 2011 The Android Open Source Project
+ *
+ * Licensed under the Apache License, Version 2.0 (the "License");
+ * you may not use this file except in compliance with the License.
+ * You may obtain a copy of the License at
+ *
+ * http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ * See the License for the specific language governing permissions and
+ * limitations under the License.
+ */
+
+#include "ObjLoader.h"
+#include <rsFileA3D.h>
+#include <sstream>
+
+ObjLoader::ObjLoader() :
+ mPositionsStride(3), mNormalsStride(3), mTextureCoordsStride(2) {
+
+}
+
+bool isWhitespace(char c) {
+ const char whiteSpace[] = { ' ', '\n', '\t', '\f', '\r' };
+ const uint32_t numWhiteSpaceChars = 5;
+ for (uint32_t i = 0; i < numWhiteSpaceChars; i ++) {
+ if (whiteSpace[i] == c) {
+ return true;
+ }
+ }
+ return false;
+}
+
+void eatWhitespace(std::istream &is) {
+ while(is.good() && isWhitespace(is.peek())) {
+ is.get();
+ }
+}
+
+bool getToken(std::istream &is, std::string &token) {
+ eatWhitespace(is);
+ token.clear();
+ char c;
+ while(is.good() && !isWhitespace(is.peek())) {
+ c = is.get();
+ if (is.good()){
+ token += c;
+ }
+ }
+ return token.size() > 0;
+}
+
+void appendDataFromStream(std::vector<float> &dataVec, uint32_t numFloats, std::istream &is) {
+ std::string token;
+ for (uint32_t i = 0; i < numFloats; i ++){
+ bool valid = getToken(is, token);
+ if (valid) {
+ dataVec.push_back((float)atof(token.c_str()));
+ } else {
+ fprintf(stderr, "Encountered error reading geometry data");
+ dataVec.push_back(0.0f);
+ }
+ }
+}
+
+bool checkNegativeIndex(int idx) {
+ if(idx < 0) {
+ fprintf(stderr, "Negative indices are not supported. Skipping face\n");
+ return false;
+ }
+ return true;
+}
+
+void ObjLoader::parseRawFaces(){
+ // We need at least a triangle
+ if (mRawFaces.size() < 3) {
+ return;
+ }
+
+ const char slash = '/';
+ mParsedFaces.resize(mRawFaces.size());
+ for (uint32_t i = 0; i < mRawFaces.size(); i ++) {
+ size_t firstSeparator = mRawFaces[i].find_first_of(slash);
+ size_t nextSeparator = mRawFaces[i].find_last_of(slash);
+
+ // Use the string as a temp buffer to parse the index
+ // Insert 0 instead of the slash to avoid substrings
+ if (firstSeparator != std::string::npos) {
+ mRawFaces[i][firstSeparator] = 0;
+ }
+ // Simple case, only one index
+ int32_t vIdx = atoi(mRawFaces[i].c_str());
+ // We do not support negative indices
+ if (!checkNegativeIndex(vIdx)) {
+ return;
+ }
+ // obj indices things beginning 1
+ mParsedFaces[i].vertIdx = (uint32_t)vIdx - 1;
+
+ if (nextSeparator != std::string::npos && nextSeparator != firstSeparator) {
+ mRawFaces[i][nextSeparator] = 0;
+ uint32_t nIdx = atoi(mRawFaces[i].c_str() + nextSeparator + 1);
+ if (!checkNegativeIndex(nIdx)) {
+ return;
+ }
+ // obj indexes things beginning 1
+ mParsedFaces[i].normIdx = (uint32_t)nIdx - 1;
+ }
+
+ // second case is where we have vertex and texture indices
+ if (nextSeparator != std::string::npos &&
+ (nextSeparator > firstSeparator + 1 || nextSeparator == firstSeparator)) {
+ uint32_t tIdx = atoi(mRawFaces[i].c_str() + firstSeparator + 1);
+ if (!checkNegativeIndex(tIdx)) {
+ return;
+ }
+ // obj indexes things beginning 1
+ mParsedFaces[i].texIdx = (uint32_t)tIdx - 1;
+ }
+ }
+
+ // Make sure a face list exists before we go adding to it
+ if (mMeshes.back().mUnfilteredFaces.size() == 0) {
+ mMeshes.back().appendUnfilteredFaces(mLastMtl);
+ }
+
+ // Now we have our parsed face, that we need to triangulate as necessary
+ // Treat more complex polygons as fans.
+ // This approach will only work only for convex polygons
+ // but concave polygons need to be addressed elsewhere anyway
+ for (uint32_t next = 1; next < mParsedFaces.size() - 1; next ++) {
+ // push it to our current mesh
+ mMeshes.back().mUnfilteredFaces.back().push_back(mParsedFaces[0]);
+ mMeshes.back().mUnfilteredFaces.back().push_back(mParsedFaces[next]);
+ mMeshes.back().mUnfilteredFaces.back().push_back(mParsedFaces[next + 1]);
+ }
+}
+
+void ObjLoader::checkNewMeshCreation(std::string &newGroup) {
+ // start a new mesh if we have some faces
+ // accumulated on the current mesh.
+ // It's possible to have multiple group statements
+ // but we only care to actually start a new mesh
+ // once we can have something we can draw on the previous one
+ if (mMeshes.back().mUnfilteredFaces.size()) {
+ mMeshes.push_back(ObjMesh());
+ }
+
+ mMeshes.back().mName = newGroup;
+ printf("Converting vertex group: %s\n", newGroup.c_str());
+}
+
+void ObjLoader::handleObjLine(char *line) {
+ const char* vtxToken = "v";
+ const char* normToken = "vn";
+ const char* texToken = "vt";
+ const char* groupToken = "g";
+ const char* mtlToken = "usemtl";
+ const char* faceToken = "f";
+
+ std::istringstream lineStream(line, std::istringstream::in);
+
+ std::string token;
+ bool valid = getToken(lineStream, token);
+ if (!valid) {
+ return;
+ }
+
+ if (token == vtxToken) {
+ appendDataFromStream(mObjPositions, 3, lineStream);
+ } else if (token == normToken) {
+ appendDataFromStream(mObjNormals, 3, lineStream);
+ } else if (token == texToken) {
+ appendDataFromStream(mObjTextureCoords, 2, lineStream);
+ } else if (token == groupToken) {
+ valid = getToken(lineStream, token);
+ checkNewMeshCreation(token);
+ } else if (token == faceToken) {
+ mRawFaces.clear();
+ while(getToken(lineStream, token)) {
+ mRawFaces.push_back(token);
+ }
+ parseRawFaces();
+ }
+ // Ignore materials for now
+ else if (token == mtlToken) {
+ valid = getToken(lineStream, token);
+ mLastMtl = token;
+
+ mMeshes.back().appendUnfilteredFaces(token);
+ }
+}
+
+bool ObjLoader::init(const char *fileName) {
+
+ std::ifstream ifs(fileName , std::ifstream::in);
+ if (!ifs.good()) {
+ fprintf(stderr, "Failed to read file %s.\n", fileName);
+ return false;
+ }
+
+ mMeshes.clear();
+
+ const uint32_t maxBufferSize = 2048;
+ char *buffer = new char[maxBufferSize];
+
+ mMeshes.push_back(ObjMesh());
+
+ std::string token;
+ bool isDone = false;
+ while(!isDone) {
+ ifs.getline(buffer, maxBufferSize);
+ if (ifs.good() && ifs.gcount() > 0) {
+ handleObjLine(buffer);
+ } else {
+ isDone = true;
+ }
+ }
+
+ ifs.close();
+ delete buffer;
+
+ reIndexGeometry();
+
+ return true;
+}
+
+bool ObjLoader::convertToA3D(const char *a3dFile) {
+ if (!getNumMeshes()) {
+ return false;
+ }
+ // Now write all this stuff out
+ Context rsc;
+ FileA3D file(&rsc);
+
+ for (uint32_t i = 0; i < getNumMeshes(); i ++) {
+ Mesh *exportedMesh = getMesh(&rsc, i);
+ file.appendToFile(exportedMesh);
+ delete exportedMesh;
+ }
+
+ file.writeFile(a3dFile);
+ return true;
+}
+
+void ObjLoader::reIndexGeometry() {
+ // We want to know where each vertex lands
+ mVertexRemap.resize(mObjPositions.size() / mPositionsStride);
+
+ for (uint32_t m = 0; m < mMeshes.size(); m ++) {
+ // clear the remap vector of old data
+ for (uint32_t r = 0; r < mVertexRemap.size(); r ++) {
+ mVertexRemap[r].clear();
+ }
+
+ for (uint32_t i = 0; i < mMeshes[m].mUnfilteredFaces.size(); i ++) {
+ mMeshes[m].mTriangleLists[i].reserve(mMeshes[m].mUnfilteredFaces[i].size() * 2);
+ for (uint32_t fI = 0; fI < mMeshes[m].mUnfilteredFaces[i].size(); fI ++) {
+ uint32_t newIndex = reIndexGeometryPrim(mMeshes[m], mMeshes[m].mUnfilteredFaces[i][fI]);
+ mMeshes[m].mTriangleLists[i].push_back(newIndex);
+ }
+ }
+ }
+}
+
+uint32_t ObjLoader::reIndexGeometryPrim(ObjMesh &mesh, PrimitiveVtx &prim) {
+
+ std::vector<float> &mPositions = mesh.mChannels[0].mData;
+ std::vector<float> &mNormals = mesh.mChannels[1].mData;
+ std::vector<float> &mTextureCoords = mesh.mChannels[2].mData;
+
+ float posX = mObjPositions[prim.vertIdx * mPositionsStride + 0];
+ float posY = mObjPositions[prim.vertIdx * mPositionsStride + 1];
+ float posZ = mObjPositions[prim.vertIdx * mPositionsStride + 2];
+
+ float normX = 0.0f;
+ float normY = 0.0f;
+ float normZ = 0.0f;
+ if (prim.normIdx != MAX_INDEX) {
+ normX = mObjNormals[prim.normIdx * mNormalsStride + 0];
+ normY = mObjNormals[prim.normIdx * mNormalsStride + 1];
+ normZ = mObjNormals[prim.normIdx * mNormalsStride + 2];
+ }
+
+ float texCoordX = 0.0f;
+ float texCoordY = 0.0f;
+ if (prim.texIdx != MAX_INDEX) {
+ texCoordX = mObjTextureCoords[prim.texIdx * mTextureCoordsStride + 0];
+ texCoordY = mObjTextureCoords[prim.texIdx * mTextureCoordsStride + 1];
+ }
+
+ std::vector<unsigned int> &ithRemapList = mVertexRemap[prim.vertIdx];
+ // We may have some potential vertices we can reuse
+ // loop over all the potential candidates and see if any match our guy
+ for (unsigned int i = 0; i < ithRemapList.size(); i ++) {
+
+ int ithRemap = ithRemapList[i];
+ // compare existing vertex with the new one
+ if (mPositions[ithRemap * mPositionsStride + 0] != posX ||
+ mPositions[ithRemap * mPositionsStride + 1] != posY ||
+ mPositions[ithRemap * mPositionsStride + 2] != posZ) {
+ continue;
+ }
+
+ // Now go over normals
+ if (prim.normIdx != MAX_INDEX) {
+ if (mNormals[ithRemap * mNormalsStride + 0] != normX ||
+ mNormals[ithRemap * mNormalsStride + 1] != normY ||
+ mNormals[ithRemap * mNormalsStride + 2] != normZ) {
+ continue;
+ }
+ }
+
+ // And texcoords
+ if (prim.texIdx != MAX_INDEX) {
+ if (mTextureCoords[ithRemap * mTextureCoordsStride + 0] != texCoordX ||
+ mTextureCoords[ithRemap * mTextureCoordsStride + 1] != texCoordY) {
+ continue;
+ }
+ }
+
+ // If we got here the new vertex is identical to the one that we already stored
+ return ithRemap;
+ }
+
+ // We did not encounter this vertex yet, store it and return its index
+ mPositions.push_back(posX);
+ mPositions.push_back(posY);
+ mPositions.push_back(posZ);
+
+ if (prim.normIdx != MAX_INDEX) {
+ mNormals.push_back(normX);
+ mNormals.push_back(normY);
+ mNormals.push_back(normZ);
+ }
+
+ if (prim.texIdx != MAX_INDEX) {
+ mTextureCoords.push_back(texCoordX);
+ mTextureCoords.push_back(texCoordY);
+ }
+
+ // We need to remember this mapping. Since we are storing floats, not vec3's, need to
+ // divide by position size to get the right index
+ int currentVertexIndex = (mPositions.size()/mPositionsStride) - 1;
+ ithRemapList.push_back(currentVertexIndex);
+
+ return currentVertexIndex;
+}
diff --git a/tools/a3dconvert/ObjLoader.h b/tools/a3dconvert/ObjLoader.h
new file mode 100644
index 0000000..210b35f
--- /dev/null
+++ b/tools/a3dconvert/ObjLoader.h
@@ -0,0 +1,107 @@
+/*
+ * Copyright (C) 2011 The Android Open Source Project
+ *
+ * Licensed under the Apache License, Version 2.0 (the "License");
+ * you may not use this file except in compliance with the License.
+ * You may obtain a copy of the License at
+ *
+ * http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ * See the License for the specific language governing permissions and
+ * limitations under the License.
+ */
+
+#ifndef _OBJ_LOADER_H_
+#define _OBJ_LOADER_H_
+
+#include <vector>
+#include <string>
+#include <iostream>
+#include <fstream>
+
+#include "SimpleMesh.h"
+#include <rsContext.h>
+
+using namespace android;
+using namespace android::renderscript;
+
+#define MAX_INDEX 0xffffffff
+
+class ObjLoader {
+public:
+ ObjLoader();
+ bool init(const char *objFile);
+ bool convertToA3D(const char *a3dFile);
+private:
+
+ Mesh *getMesh(Context *rsc, uint32_t meshIndex) {
+ return mMeshes[meshIndex].getMesh(rsc);
+ }
+ uint32_t getNumMeshes() const {
+ return mMeshes.size();
+ }
+
+ // .obj has a global list of vertex data
+ std::vector<float> mObjPositions;
+ std::vector<float> mObjNormals;
+ std::vector<float> mObjTextureCoords;
+
+ struct PrimitiveVtx {
+ uint32_t vertIdx;
+ uint32_t normIdx;
+ uint32_t texIdx;
+
+ PrimitiveVtx() : vertIdx(MAX_INDEX),
+ normIdx(MAX_INDEX),
+ texIdx(MAX_INDEX){
+ }
+ };
+
+ // Scratch buffer for faces
+ std::vector<std::string> mRawFaces;
+ std::vector<PrimitiveVtx> mParsedFaces;
+ std::string mLastMtl;
+
+ // Groups are used to separate multiple meshes within the same .obj file
+ class ObjMesh : public SimpleMesh {
+ public:
+
+ std::vector<std::vector<PrimitiveVtx> > mUnfilteredFaces;
+
+ void appendUnfilteredFaces(std::string name) {
+ appendFaceList(name);
+ mUnfilteredFaces.push_back(std::vector<PrimitiveVtx>());
+ // Reserve some space for index data
+ static const uint32_t numReserveIndecies = 128;
+ mUnfilteredFaces.back().reserve(numReserveIndecies);
+ }
+
+ ObjMesh() {
+ appendChannel("position", 3);
+ appendChannel("normal", 3);
+ appendChannel("texture0", 2);
+ }
+ };
+
+ std::vector<ObjMesh> mMeshes;
+ void checkNewMeshCreation(std::string &newGroup);
+
+ void parseRawFaces();
+ void handleObjLine(char *line);
+
+ void reIndexGeometry();
+ uint32_t reIndexGeometryPrim(ObjMesh &mesh, PrimitiveVtx &prim);
+
+ unsigned int mPositionsStride;
+ unsigned int mNormalsStride;
+ unsigned int mTextureCoordsStride;
+
+ // This vector is used to remap a position index into a list
+ // of all divergent vertices
+ std::vector<std::vector<unsigned int> > mVertexRemap;
+};
+
+#endif //_OBJ_LOADER_H_
diff --git a/tools/a3dconvert/SimpleMesh.h b/tools/a3dconvert/SimpleMesh.h
new file mode 100644
index 0000000..57e1a7c
--- /dev/null
+++ b/tools/a3dconvert/SimpleMesh.h
@@ -0,0 +1,154 @@
+/*
+ * Copyright (C) 2011 The Android Open Source Project
+ *
+ * Licensed under the Apache License, Version 2.0 (the "License");
+ * you may not use this file except in compliance with the License.
+ * You may obtain a copy of the License at
+ *
+ * http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ * See the License for the specific language governing permissions and
+ * limitations under the License.
+ */
+
+#ifndef _SIMPLE_MESH_H_
+#define _SIMPLE_MESH_H_
+
+#include <rsContext.h>
+#include <rsMesh.h>
+using namespace android;
+using namespace android::renderscript;
+
+class SimpleMesh {
+public:
+ struct Channel {
+ std::vector<float> mData;
+ std::string mName;
+ uint32_t mStride;
+ };
+
+ // Vertex channels (position, normal)
+ // This assumes all the data array are the same size
+ std::vector<Channel> mChannels;
+
+ // Triangle list index data
+ std::vector<std::vector<uint32_t> > mTriangleLists;
+ // Names of all the triangle lists
+ std::vector<std::string> mTriangleListNames;
+ // Name of the entire object
+ std::string mName;
+
+ // Adds another index set to the mesh
+ void appendFaceList(std::string name) {
+ mTriangleListNames.push_back(name);
+ mTriangleLists.push_back(std::vector<uint32_t>());
+ }
+
+ // Adds another data channel (position, normal, etc.)
+ void appendChannel(std::string name, uint32_t stride) {
+ mChannels.push_back(Channel());
+ static const uint32_t reserveVtx = 128;
+ mChannels.back().mData.reserve(reserveVtx*stride);
+ mChannels.back().mName = name;
+ mChannels.back().mStride = stride;
+ }
+
+ SimpleMesh() {
+ // reserve some data in the vectors
+ // simply letting it grow by itself tends to waste a lot of time on
+ // rallocations / copies when dealing with geometry data
+ static const uint32_t reserveFaces = 8;
+ static const uint32_t reserveChannels = 8;
+ mTriangleLists.reserve(reserveFaces);
+ mTriangleListNames.reserve(reserveFaces);
+ mChannels.reserve(reserveChannels);
+ }
+
+ // Generates a renderscript mesh that could be used for a3d serialization
+ Mesh *getMesh(Context *rsc) {
+ if (mChannels.size() == 0) {
+ return NULL;
+ }
+
+ // Generate the element that describes our channel layout
+ rsc->mStateElement.elementBuilderBegin();
+ for (uint32_t c = 0; c < mChannels.size(); c ++) {
+ // Skip empty channels
+ if (mChannels[c].mData.size() == 0) {
+ continue;
+ }
+ const Element *subElem = Element::create(rsc, RS_TYPE_FLOAT_32, RS_KIND_USER, false, mChannels[c].mStride);
+ rsc->mStateElement.elementBuilderAdd(subElem, mChannels[c].mName.c_str(), 1);
+ }
+ const Element *vertexDataElem = rsc->mStateElement.elementBuilderCreate(rsc);
+
+ uint32_t numVerts = mChannels[0].mData.size()/mChannels[0].mStride;
+ Type *vertexDataType = Type::getType(rsc, vertexDataElem, numVerts, 0, 0, false, false);
+ vertexDataType->compute();
+
+ Allocation *vertexAlloc = new Allocation(rsc, vertexDataType, RS_ALLOCATION_USAGE_SCRIPT);
+
+ uint32_t vertexSize = vertexDataElem->getSizeBytes()/sizeof(float);
+ // Fill this allocation with some data
+ float *dataPtr = (float*)vertexAlloc->getPtr();
+ for (uint32_t i = 0; i < numVerts; i ++) {
+ // Find the pointer to the current vertex's data
+ uint32_t vertexPos = i*vertexSize;
+ float *vertexPtr = dataPtr + vertexPos;
+
+ for (uint32_t c = 0; c < mChannels.size(); c ++) {
+ // Skip empty channels
+ if (mChannels[c].mData.size() == 0) {
+ continue;
+ }
+ for (uint32_t cStride = 0; cStride < mChannels[c].mStride; cStride ++) {
+ *(vertexPtr++) = mChannels[c].mData[i * mChannels[c].mStride + cStride];
+ }
+ }
+ }
+
+ // Now lets write index data
+ const Element *indexElem = Element::create(rsc, RS_TYPE_UNSIGNED_16, RS_KIND_USER, false, 1);
+
+ Mesh *mesh = new Mesh(rsc);
+ mesh->setName(mName.c_str());
+ mesh->mVertexBufferCount = 1;
+ mesh->mVertexBuffers = new ObjectBaseRef<Allocation>[1];
+ mesh->mVertexBuffers[0].set(vertexAlloc);
+
+ mesh->mPrimitivesCount = mTriangleLists.size();
+ mesh->mPrimitives = new Mesh::Primitive_t *[mesh->mPrimitivesCount];
+
+ // load all primitives
+ for (uint32_t pCount = 0; pCount < mesh->mPrimitivesCount; pCount ++) {
+ Mesh::Primitive_t *prim = new Mesh::Primitive_t;
+ mesh->mPrimitives[pCount] = prim;
+
+ uint32_t numIndicies = mTriangleLists[pCount].size();
+ Type *indexType = Type::getType(rsc, indexElem, numIndicies, 0, 0, false, false );
+
+ indexType->compute();
+
+ Allocation *indexAlloc = new Allocation(rsc, indexType, RS_ALLOCATION_USAGE_SCRIPT);
+ uint16_t *indexPtr = (uint16_t*)indexAlloc->getPtr();
+ const std::vector<uint32_t> &indexList = mTriangleLists[pCount];
+ uint32_t numTries = numIndicies / 3;
+
+ for (uint32_t i = 0; i < numTries; i ++) {
+ indexPtr[i * 3 + 0] = (uint16_t)indexList[i * 3 + 0];
+ indexPtr[i * 3 + 1] = (uint16_t)indexList[i * 3 + 1];
+ indexPtr[i * 3 + 2] = (uint16_t)indexList[i * 3 + 2];
+ }
+ indexAlloc->setName(mTriangleListNames[pCount].c_str());
+ prim->mIndexBuffer.set(indexAlloc);
+ prim->mPrimitive = RS_PRIMITIVE_TRIANGLE;
+ }
+
+ return mesh;
+ }
+};
+
+#endif
diff --git a/tools/a3dconvert/a3dconvert.cpp b/tools/a3dconvert/a3dconvert.cpp
new file mode 100644
index 0000000..33f5733
--- /dev/null
+++ b/tools/a3dconvert/a3dconvert.cpp
@@ -0,0 +1,70 @@
+/*
+ * Copyright (C) 2011 The Android Open Source Project
+ *
+ * Licensed under the Apache License, Version 2.0 (the "License");
+ * you may not use this file except in compliance with the License.
+ * You may obtain a copy of the License at
+ *
+ * http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ * See the License for the specific language governing permissions and
+ * limitations under the License.
+ */
+
+#include <iostream>
+#include <vector>
+
+#include "ColladaLoader.h"
+#include "ObjLoader.h"
+
+int main (int argc, char * const argv[]) {
+ const char *objExt = ".obj";
+ const char *daeExt = ".dae";
+
+ if(argc != 3) {
+ printf("-----------------------------------------------------------------\n");
+ printf("Usage:\n");
+ printf("a3dconvert input_file a3d_output_file\n");
+ printf("Currently .obj and .dae (collada) input files are accepted\n");
+ printf("-----------------------------------------------------------------\n");
+ return 1;
+ }
+
+ bool isSuccessful = false;
+
+ std::string filename = argv[1];
+ size_t dotPos = filename.find_last_of('.');
+ if (dotPos == std::string::npos) {
+ printf("Invalid input. Currently .obj and .dae (collada) input files are accepted\n");
+ return 1;
+ }
+
+ std::string ext = filename.substr(dotPos);
+ if (ext == daeExt) {
+ ColladaLoader converter;
+ isSuccessful = converter.init(argv[1]);
+ if (isSuccessful) {
+ isSuccessful = converter.convertToA3D(argv[2]);
+ }
+ } else if (ext == objExt) {
+ ObjLoader objConv;
+ isSuccessful = objConv.init(argv[1]);
+ if (isSuccessful) {
+ isSuccessful = objConv.convertToA3D(argv[2]);
+ }
+ } else {
+ printf("Invalid input. Currently .obj and .dae (collada) input files are accepted\n");
+ return 1;
+ }
+
+ if(isSuccessful) {
+ printf("---All done---\n");
+ } else {
+ printf("---Encountered errors, conversion failed---\n");
+ }
+
+ return isSuccessful ? 0 : 1;
+}
diff --git a/tools/a3dconvert/license.txt b/tools/a3dconvert/license.txt
new file mode 100755
index 0000000..354667a
--- /dev/null
+++ b/tools/a3dconvert/license.txt
@@ -0,0 +1,25 @@
+Parts of this code come from colladaDom with the license below. The rest is AOSP.
+
+
+
+The MIT License
+
+Copyright 2006 Sony Computer Entertainment Inc.
+
+Permission is hereby granted, free of charge, to any person obtaining a copy
+of this software and associated documentation files (the "Software"), to deal
+in the Software without restriction, including without limitation the rights
+to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+copies of the Software, and to permit persons to whom the Software is
+furnished to do so, subject to the following conditions:
+
+The above copyright notice and this permission notice shall be included in
+all copies or substantial portions of the Software.
+
+THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
+THE SOFTWARE.