d3d10/collada/header.py

136 lines
4.7 KiB
Python

from typing import Dict, List
from dataclasses import dataclass
from itertools import islice
from io import BytesIO
import struct
from collada.util import matrix_transpose, find_semantics
from collada import parse
from collada import types
from collada.generate import renderer
from collada import buffer
from prettyprinter import pprint, install_extras
install_extras(include=["dataclasses"])
@dataclass
class State:
# arbitrary binary data, including vertex buffers and index
# buffers
buf: BytesIO
# geometry__indices:
# keys: collada <geometry> id
# values: the index the geometry was placed at in the C++ geometries[] array
geometry__indices: Dict[str, int]
# geometry__vertex_index_tables:
# keys: collada <geometry> id
# values: vertex_index_table (see buffer.py)
geometry__vertex_index_tables: Dict[str, List[int]]
def __init__(self):
self.buf = BytesIO()
self.geometry__indices = {}
self.geometry__vertex_index_tables = {}
def render_matrix(fs):
fsi = iter(fs)
for i in range(4):
s = ", ".join(f"{f}f" for f in islice(fsi, 4))
yield f"{s},"
def render_inverse_bind_matrix(collada, skin):
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
inverse_bind_matrices = []
yield "static const float inverse_bind_matrices[] = {"
for i in range(count):
offset = stride * i
matrix = matrix_transpose(array.floats[offset:offset+stride])
yield from render_matrix(matrix)
yield "};"
def renderbin(f, elems, t):
fmt = {
float: '<f',
int: '<i',
}[t]
for e in elems:
assert type(e) is t, (e, elems)
f.write(struct.pack(fmt, e))
def render_input_elements(input_source_table):
for input, source in input_source_table:
semantic = input.semantic if input.semantic != "VERTEX" else "POSITION"
semantic_index = 0 if input.set is None else input.set
assert all(param.type == 'float' for param in source.technique_common.accessor.params)
assert type(source.technique_common.accessor.stride) is int
stride = source.technique_common.accessor.stride
yield "{"
yield f'.semantic = "{semantic}",'
yield f".semantic_index = {semantic_index},"
yield f".format = input_format::FLOAT{stride},"
yield "},"
def render_geometry(state, collada, geometry):
mesh = geometry.geometric_element
assert type(mesh) is types.Mesh
vertex_buffer, index_buffer, vertex_index_table, input_source_table = buffer.mesh_vertex_index_buffer(collada, mesh)
vertex_buffer_offset = state.buf.tell()
renderbin(state.buf, vertex_buffer, float)
vertex_buffer_size = state.buf.tell() - vertex_buffer_offset
index_buffer_offset = state.buf.tell()
renderbin(state.buf, index_buffer, int)
index_buffer_size = state.buf.tell() - index_buffer_offset
state.geometry__vertex_index_tables[geometry.id] = vertex_index_table
yield "{"
yield ".mesh = {"
yield f".input_elements = {{"
yield from render_input_elements(input_source_table)
yield "},"
yield f".input_elements_count = {len(input_source_table)},"
yield ""
yield f".vertex_buffer_offset = {vertex_buffer_offset},"
yield f".vertex_buffer_size = {vertex_buffer_size},"
yield ""
yield f".index_buffer_offset = {index_buffer_offset},"
yield f".index_buffer_size = {index_buffer_size},"
yield "}"
yield "},"
def render_library_geometries(state, collada):
yield "geometry const geometries[] = {"
next_index = 0
for library_geometries in collada.library_geometries:
for geometry in library_geometries.geometries:
assert geometry.id is not None
state.geometry__indices[geometry.id] = next_index
next_index += 1
yield from render_geometry(state, collada, geometry)
yield "};"
if __name__ == "__main__":
import sys
collada = parse.parse_collada_file(sys.argv[1])
#skin = collada.library_controllers[0].controllers[0].control_element
#assert type(skin) is types.Skin
#foo = render_inverse_bind_matrix(collada, skin)
state = State()
render, out = renderer()
render(render_library_geometries(state, collada))
print(out.getvalue())