d3d10/collada/buffer.py

144 lines
6.0 KiB
Python

from collections import defaultdict
from itertools import chain, islice
from collada import parse
from collada import types
from collada.util import find_semantics
def linearize_offset_table(by_offset, p_stride):
for offset in range(p_stride):
for input, source in by_offset[offset]:
yield offset, input, source
mesh_semantic_names = ["NORMAL", "TEXCOORD"]
def build_offset_table(collada, triangles, p_stride):
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 mesh_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))
assert len(triangles.p) == triangles.count * 3 * p_stride
used_offsets = [i for i in range(p_stride) if i in by_offset]
linearized_table = linearize_offset_table(by_offset, p_stride)
return list(linearized_table), used_offsets
def mesh_vertex_index_buffer(collada, mesh):
assert len(mesh.primitive_elements) == 1
triangles, = mesh.primitive_elements
assert type(triangles) is types.Triangles
max_offset = max(i.offset for i in triangles.inputs)
p_stride = max_offset + 1
offset_table, used_offsets = build_offset_table(collada, triangles, p_stride)
######################################################################
# generate the index and vertex buffers
######################################################################
vertex_buffer_stride = sum(
source.technique_common.accessor.stride
for offset, input, source in offset_table
)
vertex_index_table = []
index_table = {}
next_output_index = 0
index_buffer = []
vertex_buffer = []
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, input, source in offset_table:
p_index = triangles.p[vertex_ix * p_stride + offset]
if input.semantic == "VERTEX":
vertex_index_table.append(p_index)
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)
assert len(index_buffer) == triangles.count * 3
assert len(vertex_buffer) == len(index_table) * vertex_buffer_stride
input_source_table = [(input, source) for offset, input, source in offset_table]
# vertex_index_table: input/collada vertex indices in the order written to the index buffer
# input_source_table: (input, source) in the order written to the vertex buffer
return vertex_buffer, index_buffer, vertex_index_table, input_source_table
def skin_vertex_buffer(collada, skin, vertex_index_table):
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]
weight = weights_source.array_element.floats[weight_index]
influences.append((joint_index, weight))
v_offset += v_stride
assert len(influences) <= 4, len(influences)
vertex_influences.append(influences)
######################################################################
# generate the joint/weight buffer
######################################################################
vertex_buffer = []
# vertex_index_table: input/collada vertex indices in the order written to the index buffer
for vertex_index in vertex_index_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
return vertex_buffer
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_buffer_pnt, index_buffer, vertex_index_table, input_source_table = mesh_vertex_index_buffer(collada, mesh)
skin = collada.library_controllers[0].controllers[0].control_element
assert type(skin) is types.Skin
vertex_buffer_jw = skin_vertex_buffer(collada, skin, vertex_index_table)