Is there currently any way of saving custom geometry to file? For example to obj format? So far I can think only of using Assimp.
Save custom geometry to obj format
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Try WriteDrawablesToOBJ() function in Drawable.h.
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I am getting empty object if I call it from the Drawable itself. What would be the correct way? This is my code called from inside a custom drawable.
PODVector<Drawable*> drawables;
drawables.Push(this);
String path = "/test.obj";
SharedPtr<File> file = SharedPtr<File>(new File(context_, path, FILE_WRITE));
WriteDrawablesToOBJ(drawables,file,false,false);
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Recommend debugging inside the function. It does IsEnabledEffective() check right in the start, which could result to no output if the drawable / its node is not enabled.
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It is enabled I am drawing RibbonTrail and I have the above code assigned to a hotkey, trying to capture the resulted geometry for debugging. I made my own copy of RibbonTrail and I am calling the code from inside passing this pointer as a drawable.
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The drawable write will only work on geometries whose buffers have CPU-side shadow data enabled, like ordinary models. RibbonTrail does constant dynamic regeneration, so for it it would be just a performance & memory hog.
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I understand it would be slow but I want to capture just a static state at one frame. How can I modify and copy the data in order to save it?
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You could maybe go through the Drawable’s Geometries, and the Vertex / IndexBuffers it uses, and call SetShadowed(true) on all of them. The next update would then copy the vertex/index data also to main memory for capture. I don’t promise this will work.
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It works partially, but the data is a bit scrambled every corner of the triangle is collapsed to a single point. When I import the obj I am getting a line where multiple points lie on top of each other.
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Part of the work in getting e.g. ribbontrails and billboards to render correctly is in the vertex shader. Therefore just a dump of the vertex data, interpreting positions as just positions and multiplying them with the object’s model matrix, isn’t necessarily going to work 100%.
It would be the same with skeletal animation - Urho doesn’t contain CPU skinning code at all and relies on the vertex shader, so you couldn’t dump an AnimatedModel in its actual pose.
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Thanks cadaver. Can you point me to the GLSL code doing this? I can’t find any relevant code, It is just using the Unlit shader.
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The actual vertex transform happens sort of “behind the scenes”, as the iModelMatrix is actually a macro and does magic depending on geometry type. Every shader including Unlit typically does mat4 modelMatrix = iModelMatrix; What actually happens, check Transform.glsl, from about line 147 onward.
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I see is it using the TANGENT in the shader for the transformation? Is there any benefit of doing this in the shader?
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As I understand it, Billboard (for instance) packs a rotation matrix in the vertex buffer, which is possible because a bunch of added space has been added via setting the TEXCOORD flags.
float rotationMatrix[2][2];
SinCos(billboard.rotation_, rotationMatrix[0][1], rotationMatrix[0][0]);
rotationMatrix[1][0] = -rotationMatrix[0][1];
rotationMatrix[1][1] = rotationMatrix[0][0];
dest[0] = billboard.position_.x_;
dest[1] = billboard.position_.y_;
dest[2] = billboard.position_.z_;
((unsigned&)dest[3]) = color;
dest[4] = billboard.uv_.min_.x_;
dest[5] = billboard.uv_.min_.y_;
dest[6] = -size.x_ * rotationMatrix[0][0] + size.y_ * rotationMatrix[0][1];
dest[7] = -size.x_ * rotationMatrix[1][0] + size.y_ * rotationMatrix[1][1];
Then, GraphicsDefs.h exposes some enums (FC_DIRECTION,etc) that are then handled in Transform.glsl.
IMO, it is pretty clever to use the vertex structures in this way, but it makes for a pretty opaque code base. I wonder if there is a better/clearer way.
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I think for Billboard it makes sense but for RibbonTrail I am confused as there is no instancing involved.