d3d10/collada/mesh.py

96 lines
3.6 KiB
Python

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())
)
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)
print(index_table_key)
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]
for input, source in by_offset[offset]:
print(input.semantic, end=" ")
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]
print(array_slice, end=" ")
vertex_buffer.extend(array_slice)
print()
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("}")
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
mesh_vertex_buffer(collada, mesh)