Add ObjDumper for general use

This commit is contained in:
Jan
2021-08-13 22:34:42 +02:00
parent 0478a88d15
commit 76a7ca99c3
8 changed files with 480 additions and 194 deletions

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#include "ObjWriter.h"
#include "Game/IW4/CommonIW4.h"
ObjWriter::ObjWriter(std::string gameName, std::string zoneName)
: m_game_name(std::move(gameName)),
m_zone_name(std::move(zoneName))
{
}
void ObjWriter::AddObject(ObjObject object)
{
m_objects.emplace_back(std::move(object));
m_object_data.emplace_back();
}
void ObjWriter::AddMaterial(MtlMaterial material)
{
m_materials.emplace_back(std::move(material));
}
void ObjWriter::AddVertex(const int objectId, const ObjVertex vertex)
{
if (objectId < 0 || static_cast<unsigned>(objectId) >= m_object_data.size())
return;
m_object_data[objectId].m_vertices.Add(vertex);
}
void ObjWriter::AddNormal(const int objectId, const ObjNormal normal)
{
if (objectId < 0 || static_cast<unsigned>(objectId) >= m_object_data.size())
return;
m_object_data[objectId].m_normals.Add(normal);
}
void ObjWriter::AddUv(const int objectId, const ObjUv uv)
{
if (objectId < 0 || static_cast<unsigned>(objectId) >= m_object_data.size())
return;
m_object_data[objectId].m_uvs.Add(uv);
}
void ObjWriter::AddFace(const int objectId, const ObjFace face)
{
if (objectId < 0 || static_cast<unsigned>(objectId) >= m_object_data.size())
return;
m_object_data[objectId].m_faces.push_back(face);
}
void ObjWriter::GetObjObjectDataOffsets(std::vector<ObjObjectDataOffsets>& inputOffsets, std::vector<ObjObjectDataOffsets>& distinctOffsets)
{
ObjObjectDataOffsets currentInputOffsets{};
ObjObjectDataOffsets currentDistinctOffsets{};
for (const auto& objectData : m_object_data)
{
inputOffsets.push_back(currentInputOffsets);
distinctOffsets.push_back(currentDistinctOffsets);
currentInputOffsets.vertexOffset += objectData.m_vertices.GetInputValueCount();
currentInputOffsets.normalOffset += objectData.m_normals.GetInputValueCount();
currentInputOffsets.uvOffset += objectData.m_uvs.GetInputValueCount();
currentDistinctOffsets.vertexOffset += objectData.m_vertices.GetDistinctValueCount();
currentDistinctOffsets.normalOffset += objectData.m_normals.GetDistinctValueCount();
currentDistinctOffsets.uvOffset += objectData.m_uvs.GetDistinctValueCount();
}
}
void ObjWriter::WriteObj(std::ostream& stream)
{
WriteObj(stream, std::string());
}
void ObjWriter::WriteObj(std::ostream& stream, const std::string& mtlName)
{
stream << "# OpenAssetTools OBJ File ( " << m_game_name << ")\n";
stream << "# Game Origin: " << m_game_name << "\n";
stream << "# Zone Origin: " << m_zone_name << "\n";
if (!mtlName.empty())
stream << "mtllib " << mtlName << "\n";
std::vector<ObjObjectDataOffsets> inputOffsetsByObject;
std::vector<ObjObjectDataOffsets> distinctOffsetsByObject;
GetObjObjectDataOffsets(inputOffsetsByObject, distinctOffsetsByObject);
auto objectIndex = 0;
for (const auto& object : m_objects)
{
const auto& objectData = m_object_data[objectIndex];
stream << "o " << object.name << "\n";
for (const auto& v : objectData.m_vertices.GetDistinctValues())
stream << "v " << v.coordinates[0] << " " << v.coordinates[1] << " " << v.coordinates[2] << "\n";
for (const auto& uv : objectData.m_uvs.GetDistinctValues())
stream << "vt " << uv.uv[0] << " " << uv.uv[1] << "\n";
for (const auto& n : objectData.m_normals.GetDistinctValues())
stream << "vn " << n.normal[0] << " " << n.normal[1] << " " << n.normal[2] << "\n";
if (object.materialIndex >= 0 && static_cast<unsigned>(object.materialIndex) < m_materials.size())
stream << "usemtl " << m_materials[object.materialIndex].materialName << "\n";
for (const auto& f : objectData.m_faces)
{
const size_t v[3]
{
objectData.m_vertices.GetDistinctPositionByInputPosition(f.vertexIndex[0] - inputOffsetsByObject[objectIndex].vertexOffset) + distinctOffsetsByObject[objectIndex].vertexOffset + 1,
objectData.m_vertices.GetDistinctPositionByInputPosition(f.vertexIndex[1] - inputOffsetsByObject[objectIndex].vertexOffset) + distinctOffsetsByObject[objectIndex].vertexOffset + 1,
objectData.m_vertices.GetDistinctPositionByInputPosition(f.vertexIndex[2] - inputOffsetsByObject[objectIndex].vertexOffset) + distinctOffsetsByObject[objectIndex].vertexOffset + 1
};
const size_t n[3]
{
objectData.m_normals.GetDistinctPositionByInputPosition(f.normalIndex[0] - inputOffsetsByObject[objectIndex].normalOffset) + distinctOffsetsByObject[objectIndex].normalOffset + 1,
objectData.m_normals.GetDistinctPositionByInputPosition(f.normalIndex[1] - inputOffsetsByObject[objectIndex].normalOffset) + distinctOffsetsByObject[objectIndex].normalOffset + 1,
objectData.m_normals.GetDistinctPositionByInputPosition(f.normalIndex[2] - inputOffsetsByObject[objectIndex].normalOffset) + distinctOffsetsByObject[objectIndex].normalOffset + 1
};
const size_t uv[3]
{
objectData.m_uvs.GetDistinctPositionByInputPosition(f.uvIndex[0] - inputOffsetsByObject[objectIndex].uvOffset) + distinctOffsetsByObject[objectIndex].uvOffset + 1,
objectData.m_uvs.GetDistinctPositionByInputPosition(f.uvIndex[1] - inputOffsetsByObject[objectIndex].uvOffset) + distinctOffsetsByObject[objectIndex].uvOffset + 1,
objectData.m_uvs.GetDistinctPositionByInputPosition(f.uvIndex[2] - inputOffsetsByObject[objectIndex].uvOffset) + distinctOffsetsByObject[objectIndex].uvOffset + 1
};
stream << "f " << v[0] << "/" << uv[0] << "/" << n[0]
<< " " << v[1] << "/" << uv[1] << "/" << n[1]
<< " " << v[2] << "/" << uv[2] << "/" << n[2]
<< "\n";
}
objectIndex++;
}
}
void ObjWriter::WriteMtl(std::ostream& stream)
{
stream << "# OpenAssetTools MAT File ( " << m_game_name << ")\n";
stream << "# Game Origin: " << m_game_name << "\n";
stream << "# Zone Origin: " << m_zone_name << "\n";
stream << "# Material count: " << m_materials.size() << "\n";
for (const auto& material : m_materials)
{
stream << "\n";
stream << "newmtl " << material.materialName << "\n";
if (!material.colorMapName.empty())
stream << "map_Kd ../images/" << material.colorMapName << ".dds\n";
if (!material.normalMapName.empty())
stream << "map_bump ../images/" << material.normalMapName << ".dds\n";
if (!material.specularMapName.empty())
stream << "map_Ks ../images/" << material.specularMapName << ".dds\n";
}
}

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#pragma once
#include <vector>
#include <ostream>
#include "Model/Obj/ObjCommon.h"
#include "Utils/DistinctMapper.h"
class ObjWriter
{
protected:
struct ObjObjectData
{
DistinctMapper<ObjVertex> m_vertices;
DistinctMapper<ObjNormal> m_normals;
DistinctMapper<ObjUv> m_uvs;
std::vector<ObjFace> m_faces;
};
struct ObjObjectDataOffsets
{
size_t vertexOffset;
size_t normalOffset;
size_t uvOffset;
};
std::string m_game_name;
std::string m_zone_name;
std::vector<ObjObject> m_objects;
std::vector<ObjObjectData> m_object_data;
std::vector<MtlMaterial> m_materials;
void GetObjObjectDataOffsets(std::vector<ObjObjectDataOffsets>& inputOffsets, std::vector<ObjObjectDataOffsets>& distinctOffsets);
public:
ObjWriter(std::string gameName, std::string zoneName);
void AddObject(ObjObject object);
void AddMaterial(MtlMaterial material);
void AddVertex(int objectId, ObjVertex vertex);
void AddNormal(int objectId, ObjNormal normal);
void AddUv(int objectId, ObjUv uv);
void AddFace(int objectId, ObjFace face);
void WriteObj(std::ostream& stream);
void WriteObj(std::ostream& stream, const std::string& mtlName);
void WriteMtl(std::ostream& stream);
};