Improve coordinates loading.

This commit is contained in:
lzwdgc 2019-03-10 22:15:51 +03:00
parent 712fa30090
commit a28531d834
7 changed files with 141 additions and 50 deletions

View file

@ -122,8 +122,10 @@ void write_mmo(Storage *storage, const mmo_storage &s)
if (map_id == 0)
{
printf("error: this map is not found in the database\n");
return;
auto m = storage->addMap();
m->text_id = map_name;
map_id = m->getId();
//throw SW_RUNTIME_ERROR("error: map '" + map_name + "' is not found in the database");
}
auto this_map = storage->maps[map_id];
@ -312,7 +314,13 @@ int main(int argc, char *argv[])
}
else
{
bool e = fs::exists(db_path);
auto storage = initStorage(db_path.u8string());
if (!e)
{
storage->create();
storage->save();
}
storage->load();
action([&storage](const path &, const auto &m) {write_mmo(storage.get(), m); });
if (inserted_all)

View file

@ -1,9 +1,9 @@
#include "fbx.h"
#include "model.h"
#include <boost/algorithm/string.hpp>
#include <primitives/string.h>
#include <primitives/templates.h>
#include <primitives/sw/cl.h>
#include <fbxsdk.h>
#ifdef IOS_REF
@ -11,6 +11,9 @@
#define IOS_REF (*(pManager->GetIOSettings()))
#endif
cl::opt<bool> text_fbx("t", cl::desc("Produce ascii .fbx"));
extern cl::opt<bool> all_formats;
bool CreateScene(const model &m, const std::string &name, FbxManager* pSdkManager, FbxScene* pScene);
void InitializeSdkObjects(FbxManager*& pManager, FbxScene*& pScene)
@ -38,6 +41,10 @@ void InitializeSdkObjects(FbxManager*& pManager, FbxScene*& pScene)
FBXSDK_printf("Error: Unable to create FBX scene!\n");
exit(1);
}
pScene->GetSceneInfo()->LastSaved_ApplicationVendor.Set("lzwdgc's");
pScene->GetSceneInfo()->LastSaved_ApplicationName.Set("mod_converter");
pScene->GetSceneInfo()->LastSaved_ApplicationVersion.Set(version().c_str());
}
void DestroySdkObjects(FbxManager* pManager, bool pExitStatus)
@ -57,7 +64,9 @@ bool SaveScene(FbxManager* pManager, FbxDocument* pScene, const char* pFilename,
// Create an exporter.
FbxExporter* lExporter = FbxExporter::Create(pManager, "");
auto pFileFormat = pManager->GetIOPluginRegistry()->GetNativeWriterFormat(); // 1 for ascii
auto pFileFormat = pManager->GetIOPluginRegistry()->GetNativeWriterFormat();
if (text_fbx)
pFileFormat = 1; // 1 for ascii
FbxString lDesc = pManager->GetIOPluginRegistry()->GetWriterFormatDescription(pFileFormat);
// Set the export states. By default, the export states are always set to
@ -210,12 +219,15 @@ void model::printFbx(const std::string &fn) const
// Prepare the FBX SDK.
InitializeSdkObjects(lSdkManager, lScene);
//FbxAxisSystem::MayaZUp.ConvertScene(lScene);
// Create the scene.
CreateScene(*this, fn, lSdkManager, lScene);
SaveScene(lSdkManager, lScene, (fn + "_ue4.fbx").c_str());
if (all_formats)
SaveScene(lSdkManager, lScene, (fn + "_blender.fbx").c_str(), true);
SaveScene(lSdkManager, lScene, (fn + ".fbx").c_str());
//SaveScene(lSdkManager, lScene, (fn + "_ue4.fbx").c_str());
//if (all_formats)
//SaveScene(lSdkManager, lScene, (fn + "_blender.fbx").c_str(), true);
// Destroy all objects created by the FBX SDK.
DestroySdkObjects(lSdkManager, true);
@ -230,7 +242,7 @@ bool CreateScene(const model &model, const std::string &name, FbxManager* pSdkMa
auto create_socket_named = [&pScene](const std::string &name)
{
FbxNode *socket = FbxNode::Create(pScene, ("SOCKET_" + name).c_str());
auto n = FbxNull::Create(socket, "");
auto n = FbxNull::Create(pScene, "");
socket->SetNodeAttribute(n);
pScene->GetRootNode()->AddChild(socket);
return socket;
@ -242,24 +254,24 @@ bool CreateScene(const model &model, const std::string &name, FbxManager* pSdkMa
for (auto &v : b.vertices)
{
FbxVector4 x;
x.Set(v.coordinates.z * scale_mult, v.coordinates.y * scale_mult, v.coordinates.x * scale_mult, v.coordinates.w);
x.Set(v.coordinates.x * scale_mult(), v.coordinates.y * scale_mult(), v.coordinates.z * scale_mult(), v.coordinates.w);
c += x;
}
c /= b.vertices.size();
auto s = create_socket_named(name);
// here we must mirror 'first' number (original x)
// it depends on what order was during loading
if (mirror_x)
c.mData[2] = -c.mData[2];
c.mData[get_x_coordinate_id()] = -c.mData[get_x_coordinate_id()];
s->LclTranslation.Set(c);
//s->LclScaling.Set(FbxDouble3(scale_mult(), scale_mult(), scale_mult()));
};
//std::map<std::string,
int engine_id = 0;
int fx_id = 0;
for (auto &b : model.blocks)
{
// b.h.name == "SHAPE" - collision object
//
if (b.isEngineFx())
{
@ -295,12 +307,12 @@ bool CreateScene(const model &model, const std::string &name, FbxManager* pSdkMa
const auto block_name = b.h.name;
// mesh
auto m = FbxMesh::Create(pSdkManager, block_name.c_str());
auto m = FbxMesh::Create(pScene, block_name.c_str());
// node
FbxNode *node = FbxNode::Create(pScene, block_name.c_str());
node->SetNodeAttribute(m);
//node->SetShadingMode(FbxNode::eTextureShading); // change?! was texture sh
node->SetShadingMode(FbxNode::eFullShading); // change?! was texture sh
// vertices
m->InitControlPoints(b.vertices.size());
@ -324,13 +336,11 @@ bool CreateScene(const model &model, const std::string &name, FbxManager* pSdkMa
auto s_uv = create_uv(gSpecularElementName);
// add vertices, normals, uvs
int i = 0;
for (auto &v : b.vertices)
for (const auto &[i,v] : enumerate(b.vertices))
{
FbxVector4 x;
x.Set(v.coordinates.z * scale_mult, v.coordinates.x * scale_mult, v.coordinates.y * scale_mult, v.coordinates.w);
m->SetControlPointAt(x, i++);
normal->GetDirectArray().Add(FbxVector4(v.normal.z, -v.normal.x, v.normal.y));
FbxVector4 x(v.coordinates.x * scale_mult(), v.coordinates.y * scale_mult(), v.coordinates.z * scale_mult(), v.coordinates.w);
FbxVector4 n(v.normal.x, v.normal.y, v.normal.z);
m->SetControlPointAt(x, n, i);
float f;
auto uc = modf(fabs(v.texture_coordinates.u), &f);
@ -346,11 +356,16 @@ bool CreateScene(const model &model, const std::string &name, FbxManager* pSdkMa
// Set the control point indices of the bottom side of the pyramid
m->BeginPolygon();
m->AddPolygon(v.x);
m->AddPolygon(v.z);
m->AddPolygon(v.y);
m->AddPolygon(v.z);
m->EndPolygon();
}
m->BuildMeshEdgeArray();
//if (m->GenerateNormals(true))
//throw SW_RUNTIME_ERROR("Cannot generate normals");
// mats
auto lMaterial = node->GetSrcObject<FbxSurfacePhong>(0);
if (!lMaterial)
@ -393,7 +408,7 @@ bool CreateScene(const model &model, const std::string &name, FbxManager* pSdkMa
lMaterial->DiffuseFactor.Set(b.mat.diffuse.r);
//lMaterial->TransparencyFactor.Set(0.4);
//lMaterial->ShadingModel.Set(lShadingName);
lMaterial->ShadingModel.Set(lShadingName);
//lMaterial->Shininess.Set(0.5);
lMaterial->Specular.Set(lSpecularColor);
@ -442,8 +457,12 @@ bool CreateScene(const model &model, const std::string &name, FbxManager* pSdkMa
//convert soft/hard edge info to smoothing group info
lGeometryConverter.ComputePolygonSmoothingFromEdgeSmoothing(m);
// scale
//node->LclScaling.Set(FbxDouble3(scale_mult(), scale_mult(), scale_mult()));
//
pScene->GetRootNode()->AddChild(node);
}
return true;
}

View file

@ -1,3 +0,0 @@
#pragma once
inline bool all_formats = false;

View file

@ -17,7 +17,6 @@
*/
#include <buffer.h>
#include "fbx.h"
#include "model.h"
#include <primitives/filesystem.h>
@ -41,6 +40,7 @@ bool silent = false;
bool printMaxPolygonBlock = false;
cl::opt<path> p(cl::Positional, cl::desc("<MOD_ file or directory with MOD_ files>"), cl::value_desc("file or directory"), cl::Required);
cl::opt<bool> all_formats("a", cl::desc("All formats"));
yaml root;
cl::opt<bool> stats("i", cl::desc("Gather information from (models)"));
@ -84,15 +84,12 @@ void convert_model(const path &fn)
int main(int argc, char *argv[])
{
cl::opt<bool> af("a", cl::desc("All formats"));
cl::opt<bool> mr("mr", cl::desc("AIM Racing MOD file"));
cl::ParseCommandLineOptions(argc, argv);
if (mr)
gameType = GameType::AimR;
if (af)
all_formats = true;
if (fs::is_regular_file(p))
convert_model(p);

View file

@ -31,12 +31,14 @@
//#include <Eigen/Dense>
#include <boost/algorithm/string.hpp>
#include <primitives/sw/cl.h>
#include <unicode/translit.h>
#include <unicode/errorcode.h>
#include <iostream>
cl::opt<float> scale_multiplier("s", cl::desc("Model scale multiplier"), cl::init(1.0f));
template <typename T>
inline bool replace_all(T &str, const T &from, const T &to)
{
@ -58,6 +60,11 @@ inline bool replace_all(std::string &str, const std::string &from, const std::st
std::string version();
float scale_mult()
{
return scale_multiplier;
}
// UE does not recognize russian strings in .obj
// what about fbx?
// TODO: what to do with signs: soft sign -> ' ?
@ -77,19 +84,71 @@ std::string translate(const std::string &s)
return s3;
}
enum class AxisSystem
{
MayaYUpZFrontRH,
AIM,
UE4 = AIM,
};
AxisSystem AS = AxisSystem::AIM;
int get_x_coordinate_id()
{
switch (AS)
{
case AxisSystem::MayaYUpZFrontRH:
return 0;
case AxisSystem::AIM:
return 1;
default:
return 0;
}
}
template <typename T>
void aim_vector3<T>::load(const buffer &b)
{
READ(b, base::x);
x = -x; // fix ue4 left hand coordinate system
READ(b, base::z);
READ(b, base::y);
/*
Our coord system:
^ z
|
---> y
/
v x
AIM Coordinates:
1st number: +Y (left) (or -Y (right)?)
2nd number: +X (front) - 100% sure
3rd number: +Z (up) - 100% sure
This is Z UP, LH axis system.
Also see https://twitter.com/FreyaHolmer/status/644881436982575104
*/
switch (AS)
{
case AxisSystem::MayaYUpZFrontRH:
// MAYA Y UP, Z FRONT (RH)
READ(b, base::x);
READ(b, base::z);
READ(b, base::y);
break;
case AxisSystem::AIM:
// AIM viewer, UE4, Z UP (LH)
READ(b, base::y);
READ(b, base::x);
READ(b, base::z);
break;
default:
throw SW_RUNTIME_ERROR("Unknown Axis System");
}
/*
// direction will match to m viewer
READ(b, base::y);
READ(b, base::x);
READ(b, base::z);
// Y UP, X FRONT (LH?) (blender accepts such fbx)
z,x,y
*/
}
@ -110,7 +169,8 @@ std::string aim_vector4::print() const
void vertex::load(const buffer &b, uint32_t flags)
{
coordinates.load(b, flags);
READ(b, normal);
normal.load(b);
//READ(b, normal);
READ(b, texture_coordinates);
}
@ -129,18 +189,18 @@ std::string vertex::printVertex(bool rotate_x_90) const
{
// that rotation is really equivalent to exchanging y and z and z sign
s = "v " +
std::to_string(-coordinates.x * scale_mult) + " " +
std::to_string(coordinates.z * scale_mult) + " " +
std::to_string(coordinates.y * scale_mult) + " " +
std::to_string(-coordinates.x * scale_mult()) + " " +
std::to_string(coordinates.z * scale_mult()) + " " +
std::to_string(coordinates.y * scale_mult()) + " " +
std::to_string(coordinates.w)
;
}
else
{
s = "v " +
std::to_string(-coordinates.x * scale_mult) + " " +
std::to_string(coordinates.y * scale_mult) + " " +
std::to_string(-coordinates.z * scale_mult) + " " +
std::to_string(-coordinates.x * scale_mult()) + " " +
std::to_string(coordinates.y * scale_mult()) + " " +
std::to_string(-coordinates.z * scale_mult()) + " " +
std::to_string(coordinates.w)
;
}
@ -440,7 +500,7 @@ void block::loadPayload(const buffer &data)
v.load(data, flags);
faces.resize(n_triangles);
for (auto &t : faces)
READ(data, t);
t.load(data);
// animations
for (auto &a : animations)
@ -515,6 +575,10 @@ bool block::canPrint() const
if (h.type == BlockType::ParticleEmitter)
return false;
// collision object
if (h.name == "SHAPE")
return false;
// default
return false;
}

View file

@ -20,13 +20,13 @@
#include "types.h"
//#include <Eigen/Dense>
#include <primitives/yaml.h>
#include <stdint.h>
#include <string>
#include <vector>
const float scale_mult = 30.f;
const std::string texture_extension = ".TM.bmp";
class buffer;
@ -296,3 +296,6 @@ struct model
void printFbx(const std::string &fn) const;
void save(yaml &root) const;
};
float scale_mult();
int get_x_coordinate_id();

5
sw.cpp
View file

@ -55,7 +55,10 @@ void build(Solution &s)
auto &model = tools.addStaticLibrary("model");
model.CPPVersion = CPPLanguageStandard::CPP17;
model.setRootDirectory("src/model");
model.Public += common, "org.sw.demo.unicode.icu.i18n-*"_dep;
model.Public += common,
"org.sw.demo.unicode.icu.i18n"_dep,
"org.sw.demo.eigen"_dep
;
add_exe("mod_reader") += model;