from collections import defaultdict from itertools import chain, islice from collada import parse from collada import types from prettyprinter import pprint, install_extras install_extras(include=["dataclasses"]) def resolve_input_source(collada, source_uri): return element def find_semantics(inputs, semantic): return [i for i in inputs if i.semantic == semantic] def mesh_vertex_buffer(collada, mesh): semantic_names = ["NORMAL", "TEXCOORD"] assert len(mesh.primitive_elements) == 1 triangles, = mesh.primitive_elements assert type(triangles) is types.Triangles vertex_input, = find_semantics(triangles.inputs, "VERTEX") vertices = collada.lookup(vertex_input.source, types.Vertices) position_input, = find_semantics(vertices.inputs, "POSITION") position_source = collada.lookup(position_input.source, types.SourceCore) assert type(position_source.array_element) is types.FloatArray by_offset = defaultdict(list) by_offset[vertex_input.offset].append((vertex_input, position_source)) for semantic_name in semantic_names: for input in find_semantics(triangles.inputs, semantic_name): source = collada.lookup(input.source, types.SourceCore) assert type(source.array_element) is types.FloatArray by_offset[input.offset].append((input, source)) max_offset = max(i.offset for i in triangles.inputs) p_stride = max_offset + 1 assert len(triangles.p) == triangles.count * 3 * p_stride ###################################################################### # generate the index/vertex buffer ###################################################################### vertex_buffer_stride = sum( source.technique_common.accessor.stride for input, source in chain.from_iterable(by_offset.values()) ) vertex_table = [] index_table = {} next_output_index = 0 index_buffer = [] vertex_buffer = [] used_offsets = [offset for offset in range(p_stride) if offset in by_offset] for vertex_ix in range(triangles.count * 3): index_table_key = tuple(triangles.p[vertex_ix * p_stride + offset] for offset in used_offsets) if index_table_key in index_table: index_buffer.append(index_table[index_table_key]) continue index_table[index_table_key] = next_output_index index_buffer.append(next_output_index) next_output_index += 1 # emit vertex attributes for new output index in vertex buffer for offset in used_offsets: p_index = triangles.p[vertex_ix * p_stride + offset] if offset == vertex_input.offset: vertex_table.append(p_index) for input, source in by_offset[offset]: source_stride = source.technique_common.accessor.stride source_index = p_index * source_stride array_slice = source.array_element.floats[source_index:source_index+source_stride] vertex_buffer.extend(array_slice) """ print("{") for i in range(triangles.count): print(", ".join(str(index_buffer[i * 3 + j]) for j in range(3)), end=",\n") print("}") print("{") for i in range(len(index_table)): print(", ".join(str(vertex_buffer[i * vertex_buffer_stride + j]) for j in range(vertex_buffer_stride)), end=",\n") print("}") """ # vertex table: # list indices: (output/direct3d) vertex indices # list values: (input/collada) vertex indices return vertex_table def filter_tiny(fs, epsilon=0.00001): return [f if abs(f) > epsilon else 0 for f in fs] def matrix_transpose(fs): return ( fs[0], fs[4], fs[8], fs[12], fs[1], fs[5], fs[9], fs[13], fs[2], fs[6], fs[10], fs[14], fs[3], fs[7], fs[11], fs[15], ) def matrix_print(fs): for i, f in enumerate(fs): print(f"{f:5.01f}f", end=", ") if i % 4 == 3: print() def skin_vertex_buffer(collada, skin, vertex_table): inverse_bind_matrix_input, = find_semantics(skin.joints.inputs, "INV_BIND_MATRIX") inverse_bind_matrix_source = collada.lookup(inverse_bind_matrix_input.source, types.SourceCore) stride = inverse_bind_matrix_source.technique_common.accessor.stride count = inverse_bind_matrix_source.technique_common.accessor.count array = inverse_bind_matrix_source.array_element assert type(inverse_bind_matrix_source.array_element) == types.FloatArray assert stride == 16 assert array.count == count * stride # enable to improve inverse bind matrix human-readability #floats = filter_tiny(array.floats) inverse_bind_matrices = [] print("static const float inverse_bind_matrices[] = {") for i in range(count): offset = stride * i matrix = matrix_transpose(floats[offset:offset+stride]) matrix_print(matrix) if i + 1 < count: print() print("};") ###################################################################### # vertex weights ###################################################################### max_offset = max(i.offset for i in skin.vertex_weights.inputs) weights_input, = find_semantics(skin.vertex_weights.inputs, "WEIGHT") weights_source = collada.lookup(weights_input.source, types.SourceCore) joints_input, = find_semantics(skin.vertex_weights.inputs, "JOINT") joints_source = collada.lookup(joints_input.source, types.SourceCore) assert weights_source.technique_common.accessor.stride == 1 assert joints_source.technique_common.accessor.stride == 1 vertex_weights = defaultdict(int) v_stride = max_offset + 1 v_offset = 0 vertex_influences = [] for vcount in skin.vertex_weights.vcount: influences = [] for vi in range(vcount): joint_index = skin.vertex_weights.v[v_offset + joints_input.offset] weight_index = skin.vertex_weights.v[v_offset + weights_input.offset] pprint(weights_source) weight = weights_source.array_element.floats[weight_index] influences.append((joint_index, weight)) v_offset += v_stride vertex_influences.append(influences) vertex_buffer = [] for vertex_index in vertex_table: influences = vertex_influences[vertex_index] def emit(column): for i in range(4): if i >= len(influences): vertex_buffer.append(0) else: vertex_buffer.append(influences[i][column]) emit(0) # emit joint int4 emit(1) # emit weight float4 for i, v in enumerate(vertex_buffer): print(v, end=", ") if i % 8 == 7: print() if __name__ == "__main__": import sys collada = parse.parse_collada_file(sys.argv[1]) mesh = collada.library_geometries[0].geometries[0].geometric_element assert type(mesh) is types.Mesh vertex_table = mesh_vertex_buffer(collada, mesh) skin = collada.library_controllers[0].controllers[0].control_element assert type(skin) is types.Skin skin_vertex_buffer(collada, skin, vertex_table)