bgfx/3rdparty/openctm/tools/ctmconv.cpp

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2012-10-07 23:41:18 -04:00
//-----------------------------------------------------------------------------
// Product: OpenCTM tools
// File: ctmconv.cpp
// Description: 3D file format conversion tool. The program can be used to
// convert various 3D file formats to and from the OpenCTM file
// format, and also for conversion between other formats.
//-----------------------------------------------------------------------------
// Copyright (c) 2009-2010 Marcus Geelnard
//
// This software is provided 'as-is', without any express or implied
// warranty. In no event will the authors be held liable for any damages
// arising from the use of this software.
//
// Permission is granted to anyone to use this software for any purpose,
// including commercial applications, and to alter it and redistribute it
// freely, subject to the following restrictions:
//
// 1. The origin of this software must not be misrepresented; you must not
// claim that you wrote the original software. If you use this software
// in a product, an acknowledgment in the product documentation would be
// appreciated but is not required.
//
// 2. Altered source versions must be plainly marked as such, and must not
// be misrepresented as being the original software.
//
// 3. This notice may not be removed or altered from any source
// distribution.
//-----------------------------------------------------------------------------
#include <stdexcept>
#include <vector>
#include <iostream>
#include <list>
#include <string>
#include <cctype>
#include "systimer.h"
#include "convoptions.h"
#include "mesh.h"
#include "meshio.h"
using namespace std;
//-----------------------------------------------------------------------------
// PreProcessMesh()
//-----------------------------------------------------------------------------
static void PreProcessMesh(Mesh &aMesh, Options &aOptions)
{
// Nothing to do?
if((aOptions.mScale == 1.0f) && (aOptions.mUpAxis == uaZ) &&
(!aOptions.mFlipTriangles) && (!aOptions.mCalcNormals))
return;
// Create 3x3 transformation matrices for the vertices and the normals
Vector3 vX, vY, vZ;
Vector3 nX, nY, nZ;
switch(aOptions.mUpAxis)
{
case uaX:
nX = Vector3(0.0f, 0.0f, 1.0f);
nY = Vector3(0.0f, 1.0f, 0.0f);
nZ = Vector3(-1.0f, 0.0f, 0.0f);
break;
case uaY:
nX = Vector3(1.0f, 0.0f, 0.0f);
nY = Vector3(0.0f, 0.0f, 1.0f);
nZ = Vector3(0.0f, -1.0f, 0.0f);
break;
case uaZ:
nX = Vector3(1.0f, 0.0f, 0.0f);
nY = Vector3(0.0f, 1.0f, 0.0f);
nZ = Vector3(0.0f, 0.0f, 1.0f);
break;
case uaNX:
nX = Vector3(0.0f, 0.0f, -1.0f);
nY = Vector3(0.0f, 1.0f, 0.0f);
nZ = Vector3(1.0f, 0.0f, 0.0f);
break;
case uaNY:
nX = Vector3(1.0f, 0.0f, 0.0f);
nY = Vector3(0.0f, 0.0f, -1.0f);
nZ = Vector3(0.0f, 1.0f, 0.0f);
break;
case uaNZ:
nX = Vector3(-1.0f, 0.0f, 0.0f);
nY = Vector3(0.0f, 1.0f, 0.0f);
nZ = Vector3(0.0f, 0.0f, -1.0f);
break;
}
vX = nX * aOptions.mScale;
vY = nY * aOptions.mScale;
vZ = nZ * aOptions.mScale;
cout << "Processing... " << flush;
SysTimer timer;
timer.Push();
// Update all vertex coordinates
for(CTMuint i = 0; i < aMesh.mVertices.size(); ++ i)
aMesh.mVertices[i] = vX * aMesh.mVertices[i].x +
vY * aMesh.mVertices[i].y +
vZ * aMesh.mVertices[i].z;
// Update all normals
if(aMesh.HasNormals() && !aOptions.mNoNormals)
{
for(CTMuint i = 0; i < aMesh.mNormals.size(); ++ i)
aMesh.mNormals[i] = nX * aMesh.mNormals[i].x +
nY * aMesh.mNormals[i].y +
nZ * aMesh.mNormals[i].z;
}
// Flip trianlges?
if(aOptions.mFlipTriangles)
{
CTMuint triCount = aMesh.mIndices.size() / 3;
for(CTMuint i = 0; i < triCount; ++ i)
{
CTMuint tmp = aMesh.mIndices[i * 3];
aMesh.mIndices[i * 3] = aMesh.mIndices[i * 3 + 1];
aMesh.mIndices[i * 3 + 1] = tmp;
}
}
// Calculate normals?
if((!aOptions.mNoNormals) && aOptions.mCalcNormals &&
(!aMesh.HasNormals()))
aMesh.CalculateNormals();
double dt = timer.PopDelta();
cout << 1000.0 * dt << " ms" << endl;
}
//-----------------------------------------------------------------------------
// main()
//-----------------------------------------------------------------------------
int main(int argc, char ** argv)
{
// Get file names and options
Options opt;
string inFile;
string outFile;
try
{
if(argc < 3)
throw runtime_error("Too few arguments.");
inFile = string(argv[1]);
outFile = string(argv[2]);
opt.GetFromArgs(argc, argv, 3);
}
catch(exception &e)
{
cout << "Error: " << e.what() << endl << endl;
cout << "Usage: " << argv[0] << " infile outfile [options]" << endl << endl;
cout << "Options:" << endl;
cout << endl << " Data manipulation (all formats)" << endl;
cout << " --scale arg Scale the mesh by a scalar factor." << endl;
cout << " --upaxis arg Set up axis (X, Y, Z, -X, -Y, -Z). If != Z, the mesh will" << endl;
cout << " be flipped." << endl;
cout << " --flip Flip triangle orientation." << endl;
cout << " --calc-normals If the source file does not contain any normals, calculate" << endl;
cout << " them." << endl;
cout << " --no-normals Do not export normals." << endl;
cout << " --no-texcoords Do not export texture coordinates." << endl;
cout << " --no-colors Do not export vertex colors." << endl;
cout << endl << " OpenCTM output" << endl;
cout << " --method arg Select compression method (RAW, MG1, MG2)" << endl;
cout << " --level arg Set the compression level (0 - 9)" << endl;
cout << endl << " OpenCTM MG2 method" << endl;
cout << " --vprec arg Set vertex precision" << endl;
cout << " --vprecrel arg Set vertex precision, relative method" << endl;
cout << " --nprec arg Set normal precision" << endl;
cout << " --tprec arg Set texture map precision" << endl;
cout << " --cprec arg Set color precision" << endl;
cout << endl << " Miscellaneous" << endl;
cout << " --comment arg Set the file comment (default is to use the comment" << endl;
cout << " from the input file, if any)." << endl;
cout << " --texfile arg Set the texture file name reference for the texture" << endl;
cout << " (default is to use the texture file name reference" << endl;
cout << " from the input file, if any)." << endl;
// Show supported formats
cout << endl << "Supported file formats:" << endl << endl;
list<string> formatList;
SupportedFormats(formatList);
for(list<string>::iterator i = formatList.begin(); i != formatList.end(); ++ i)
cout << " " << (*i) << endl;
cout << endl;
return 0;
}
try
{
// Define mesh
Mesh mesh;
// Create a timer instance
SysTimer timer;
double dt;
// Load input file
cout << "Loading " << inFile << "... " << flush;
timer.Push();
ImportMesh(inFile.c_str(), &mesh);
dt = timer.PopDelta();
cout << 1000.0 * dt << " ms" << endl;
// Manipulate the mesh
PreProcessMesh(mesh, opt);
// Override comment?
if(opt.mComment.size() > 0)
mesh.mComment = opt.mComment;
// Override texture file name?
if(opt.mTexFileName.size() > 0)
mesh.mTexFileName = opt.mTexFileName;
// Save output file
cout << "Saving " << outFile << "... " << flush;
timer.Push();
ExportMesh(outFile.c_str(), &mesh, opt);
dt = timer.PopDelta();
cout << 1000.0 * dt << " ms" << endl;
}
catch(exception &e)
{
cout << "Error: " << e.what() << endl;
}
return 0;
}