blob: afebb8ce719eb4590140d6b8b9de66683f2c8ae6 [file] [log] [blame]
/*
* 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;
}
bool ColladaConditioner::stripGeometry(DAE *dae) {
bool convertSuceeded = true;
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 = 0;
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;
}
daeBool removed = daeElement::removeFromParent(thisMesh);
convertSuceeded = convertSuceeded && removed;
}
return convertSuceeded;
}
bool ColladaConditioner::stripGeometry(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;
}
stripGeometry(&dae);
dae.writeAll();
if(!convertSuceeded) {
printf("Encountered errors\n");
}
return convertSuceeded;
}