mirror of
https://github.com/nillerusr/source-engine.git
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883 lines
19 KiB
C++
883 lines
19 KiB
C++
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//
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//=============================================================================//
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//
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// studiomdl.c: generates a studio .mdl file from a .qc script
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// models/<scriptname>.mdl.
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//
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#pragma warning( disable : 4244 )
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#pragma warning( disable : 4237 )
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#pragma warning( disable : 4305 )
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#include <stdio.h>
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#include <stdlib.h>
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#include <sys/stat.h>
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#include <math.h>
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#include "cmdlib.h"
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#include "scriplib.h"
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#include "mathlib/mathlib.h"
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#include "studio.h"
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#include "studiomdl.h"
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//#include "..\..\dlls\activity.h"
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bool IsEnd( char const* pLine )
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{
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if (strncmp( "end", pLine, 3 ) != 0)
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return false;
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return (pLine[3] == '\0') || (pLine[3] == '\n');
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}
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int SortAndBalanceBones( int iCount, int iMaxCount, int bones[], float weights[] )
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{
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int i;
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// collapse duplicate bone weights
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for (i = 0; i < iCount-1; i++)
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{
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int j;
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for (j = i + 1; j < iCount; j++)
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{
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if (bones[i] == bones[j])
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{
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weights[i] += weights[j];
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weights[j] = 0.0;
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}
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}
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}
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// do sleazy bubble sort
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int bShouldSort;
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do {
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bShouldSort = false;
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for (i = 0; i < iCount-1; i++)
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{
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if (weights[i+1] > weights[i])
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{
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int j = bones[i+1]; bones[i+1] = bones[i]; bones[i] = j;
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float w = weights[i+1]; weights[i+1] = weights[i]; weights[i] = w;
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bShouldSort = true;
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}
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}
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} while (bShouldSort);
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// throw away all weights less than 1/20th
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while (iCount > 1 && weights[iCount-1] < 0.05)
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{
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iCount--;
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}
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// clip to the top iMaxCount bones
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if (iCount > iMaxCount)
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{
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iCount = iMaxCount;
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}
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float t = 0;
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for (i = 0; i < iCount; i++)
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{
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t += weights[i];
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}
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if (t <= 0.0)
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{
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// missing weights?, go ahead and evenly share?
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// FIXME: shouldn't this error out?
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t = 1.0 / iCount;
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for (i = 0; i < iCount; i++)
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{
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weights[i] = t;
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}
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}
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else
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{
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// scale to sum to 1.0
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t = 1.0 / t;
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for (i = 0; i < iCount; i++)
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{
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weights[i] = weights[i] * t;
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}
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}
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return iCount;
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}
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void Grab_Vertexlist( s_source_t *psource )
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{
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while (1)
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{
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if (fgets( g_szLine, sizeof( g_szLine ), g_fpInput ) != NULL)
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{
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int j;
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int bone;
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Vector p;
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int iCount, bones[4];
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float weights[4];
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g_iLinecount++;
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// check for end
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if (IsEnd(g_szLine))
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return;
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int i = sscanf( g_szLine, "%d %d %f %f %f %d %d %f %d %f %d %f %d %f",
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&j,
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&bone,
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&p[0], &p[1], &p[2],
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&iCount,
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&bones[0], &weights[0], &bones[1], &weights[1], &bones[2], &weights[2], &bones[3], &weights[3] );
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if (i == 5)
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{
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if (bone < 0 || bone >= psource->numbones)
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{
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MdlWarning( "bogus bone index\n" );
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MdlWarning( "%d %s :\n%s", g_iLinecount, g_szFilename, g_szLine );
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MdlError( "Exiting due to errors\n" );
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}
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VectorCopy( p, g_vertex[j] );
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g_bone[j].numbones = 1;
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g_bone[j].bone[0] = bone;
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g_bone[j].weight[0] = 1.0;
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}
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else if (i > 5)
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{
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iCount = SortAndBalanceBones( iCount, MAXSTUDIOBONEWEIGHTS, bones, weights );
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VectorCopy( p, g_vertex[j] );
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g_bone[j].numbones = iCount;
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for (i = 0; i < iCount; i++)
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{
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g_bone[j].bone[i] = bones[i];
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g_bone[j].weight[i] = weights[i];
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}
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}
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else
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{
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MdlError("%s: error on line %d: %s", g_szFilename, g_iLinecount, g_szLine );
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}
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}
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}
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}
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void Grab_Facelist( s_source_t *psource )
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{
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while (1)
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{
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if (fgets( g_szLine, sizeof( g_szLine ), g_fpInput ) != NULL)
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{
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int j;
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s_tmpface_t f;
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g_iLinecount++;
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// check for end
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if (IsEnd(g_szLine))
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return;
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if (sscanf( g_szLine, "%d %d %d %d",
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&j,
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&f.a, &f.b, &f.c) == 4)
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{
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g_face[j] = f;
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}
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else
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{
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MdlError("%s: error on line %d: %s", g_szFilename, g_iLinecount, g_szLine );
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}
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}
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}
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}
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void Grab_Materiallist( s_source_t *psource )
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{
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while (1)
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{
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if (fgets( g_szLine, sizeof( g_szLine ), g_fpInput ) != NULL)
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{
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// char name[256];
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char path[MAX_PATH];
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rgb2_t a, d, s;
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float g;
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int j;
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g_iLinecount++;
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// check for end
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if (IsEnd(g_szLine))
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return;
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if (sscanf( g_szLine, "%d %f %f %f %f %f %f %f %f %f %f %f %f %f \"%[^\"]s",
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&j,
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&a.r, &a.g, &a.b, &a.a,
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&d.r, &d.g, &d.b, &d.a,
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&s.r, &s.g, &s.b, &s.a,
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&g,
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path ) == 15)
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{
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if (path[0] == '\0')
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{
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psource->texmap[j] = -1;
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}
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else if (j < ARRAYSIZE(psource->texmap))
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{
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psource->texmap[j] = LookupTexture( path );
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}
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else
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{
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MdlError( "Too many materials, max %d\n", ARRAYSIZE(psource->texmap) );
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}
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}
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}
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}
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}
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void Grab_Texcoordlist( s_source_t *psource )
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{
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while (1)
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{
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if (fgets( g_szLine, sizeof( g_szLine ), g_fpInput ) != NULL)
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{
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int j;
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Vector2D t;
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g_iLinecount++;
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// check for end
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if (IsEnd(g_szLine))
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return;
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if (sscanf( g_szLine, "%d %f %f",
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&j,
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&t[0], &t[1]) == 3)
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{
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t[1] = 1.0 - t[1];
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g_texcoord[j][0] = t[0];
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g_texcoord[j][1] = t[1];
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}
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else
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{
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MdlError("%s: error on line %d: %s", g_szFilename, g_iLinecount, g_szLine );
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}
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}
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}
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}
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void Grab_Normallist( s_source_t *psource )
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{
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while (1)
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{
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if (fgets( g_szLine, sizeof( g_szLine ), g_fpInput ) != NULL)
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{
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int j;
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int bone;
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Vector n;
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g_iLinecount++;
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// check for end
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if (IsEnd(g_szLine))
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return;
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if (sscanf( g_szLine, "%d %d %f %f %f",
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&j,
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&bone,
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&n[0], &n[1], &n[2]) == 5)
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{
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if (bone < 0 || bone >= psource->numbones)
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{
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MdlWarning( "bogus bone index\n" );
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MdlWarning( "%d %s :\n%s", g_iLinecount, g_szFilename, g_szLine );
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MdlError( "Exiting due to errors\n" );
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}
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VectorCopy( n, g_normal[j] );
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}
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else
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{
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MdlError("%s: error on line %d: %s", g_szFilename, g_iLinecount, g_szLine );
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}
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}
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}
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}
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void Grab_Faceattriblist( s_source_t *psource )
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{
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while (1)
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{
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if (fgets( g_szLine, sizeof( g_szLine ), g_fpInput ) != NULL)
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{
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int j;
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int smooth;
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int material;
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s_tmpface_t f;
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unsigned short s;
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g_iLinecount++;
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// check for end
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if (IsEnd(g_szLine))
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return;
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if (sscanf( g_szLine, "%d %d %d %d %d %d %d %d %d",
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&j,
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&material,
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&smooth,
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&f.ta, &f.tb, &f.tc,
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&f.na, &f.nb, &f.nc) == 9)
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{
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f.a = g_face[j].a;
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f.b = g_face[j].b;
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f.c = g_face[j].c;
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f.material = UseTextureAsMaterial( psource->texmap[material] );
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if (f.material < 0)
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{
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MdlError( "face %d references NULL texture %d\n", j, material );
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}
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if (1)
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{
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s = f.b; f.b = f.c; f.c = s;
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s = f.tb; f.tb = f.tc; f.tc = s;
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s = f.nb; f.nb = f.nc; f.nc = s;
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}
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g_face[j] = f;
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}
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else
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{
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MdlError("%s: error on line %d: %s", g_szFilename, g_iLinecount, g_szLine );
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}
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}
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}
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}
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int closestNormal( int v, int n )
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{
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float maxdot = -1.0;
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float dot;
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int r = n;
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v_unify_t *cur = v_list[v];
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while (cur)
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{
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dot = DotProduct( g_normal[cur->n], g_normal[n] );
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if (dot > maxdot)
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{
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r = cur->n;
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maxdot = dot;
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}
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cur = cur->next;
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}
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return r;
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}
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int AddToVlist( int v, int m, int n, int t, int firstref )
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{
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v_unify_t *prev = NULL;
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v_unify_t *cur = v_list[v];
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while (cur)
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{
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if (cur->m == m && cur->n == n && cur->t == t)
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{
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cur->refcount++;
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return cur - v_listdata;
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}
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prev = cur;
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cur = cur->next;
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}
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if (numvlist >= MAXSTUDIOVERTS)
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{
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MdlError( "Too many unified vertices\n");
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}
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cur = &v_listdata[numvlist++];
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cur->lastref = -1;
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cur->refcount = 1;
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cur->firstref = firstref;
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cur->v = v;
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cur->m = m;
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cur->n = n;
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cur->t = t;
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if (prev)
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{
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prev->next = cur;
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}
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else
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{
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v_list[v] = cur;
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}
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return numvlist - 1;
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}
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void DecrementReferenceVlist( int uv, int numverts )
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{
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if (uv < 0 || uv >= MAXSTUDIOVERTS)
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MdlError( "decrement outside of range\n");
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v_listdata[uv].refcount--;
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if (v_listdata[uv].refcount == 0)
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{
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v_listdata[uv].lastref = numverts;
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}
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else if (v_listdata[uv].refcount < 0)
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{
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MdlError("<0 ref\n");
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}
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}
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void UnifyIndices( s_source_t *psource )
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{
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int i;
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static s_tmpface_t tmpface[MAXSTUDIOTRIANGLES]; // mrm processed g_face
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static s_face_t uface[MAXSTUDIOTRIANGLES]; // mrm processed unified face
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// clear v_list
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numvlist = 0;
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memset( v_list, 0, sizeof( v_list ) );
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memset( v_listdata, 0, sizeof( v_listdata ) );
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// create an list of all the
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for (i = 0; i < g_numfaces; i++)
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{
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tmpface[i] = g_face[i];
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||
|
uface[i].a = AddToVlist( g_face[i].a, g_face[i].material, g_face[i].na, g_face[i].ta, g_numverts );
|
||
|
uface[i].b = AddToVlist( g_face[i].b, g_face[i].material, g_face[i].nb, g_face[i].tb, g_numverts );
|
||
|
uface[i].c = AddToVlist( g_face[i].c, g_face[i].material, g_face[i].nc, g_face[i].tc, g_numverts );
|
||
|
|
||
|
// keep an original copy
|
||
|
g_src_uface[i] = uface[i];
|
||
|
}
|
||
|
|
||
|
// printf("%d : %d %d %d\n", numvlist, g_numverts, g_numnormals, g_numtexcoords );
|
||
|
}
|
||
|
|
||
|
void CalcModelTangentSpaces( s_source_t *pSrc );
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Builds a list of unique vertices in a source
|
||
|
//-----------------------------------------------------------------------------
|
||
|
static void BuildUniqueVertexList( s_source_t *pSource, const int *pDesiredToVList )
|
||
|
{
|
||
|
// allocate memory
|
||
|
pSource->vertex = (s_vertexinfo_t *)kalloc( pSource->numvertices, sizeof( s_vertexinfo_t ) );
|
||
|
|
||
|
// create arrays of unique vertexes, normals, texcoords.
|
||
|
for (int i = 0; i < pSource->numvertices; i++)
|
||
|
{
|
||
|
int j = pDesiredToVList[i];
|
||
|
|
||
|
s_vertexinfo_t &vertex = pSource->vertex[i];
|
||
|
VectorCopy( g_vertex[ v_listdata[j].v ], vertex.position );
|
||
|
VectorCopy( g_normal[ v_listdata[j].n ], vertex.normal );
|
||
|
Vector2Copy( g_texcoord[ v_listdata[j].t ], vertex.texcoord );
|
||
|
|
||
|
vertex.boneweight.numbones = g_bone[ v_listdata[j].v ].numbones;
|
||
|
int k;
|
||
|
for( k = 0; k < MAXSTUDIOBONEWEIGHTS; k++ )
|
||
|
{
|
||
|
vertex.boneweight.bone[k] = g_bone[ v_listdata[j].v ].bone[k];
|
||
|
vertex.boneweight.weight[k] = g_bone[ v_listdata[j].v ].weight[k];
|
||
|
}
|
||
|
|
||
|
// store a bunch of other info
|
||
|
vertex.material = v_listdata[j].m;
|
||
|
|
||
|
#if 0
|
||
|
pSource->vertexInfo[i].firstref = v_listdata[j].firstref;
|
||
|
pSource->vertexInfo[i].lastref = v_listdata[j].lastref;
|
||
|
#endif
|
||
|
// printf("%4d : %2d : %6.2f %6.2f %6.2f\n", i, psource->boneweight[i].bone[0], psource->vertex[i][0], psource->vertex[i][1], psource->vertex[i][2] );
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// sort new vertices by materials, last used
|
||
|
//-----------------------------------------------------------------------------
|
||
|
static int vlistCompare( const void *elem1, const void *elem2 )
|
||
|
{
|
||
|
v_unify_t *u1 = &v_listdata[*(int *)elem1];
|
||
|
v_unify_t *u2 = &v_listdata[*(int *)elem2];
|
||
|
|
||
|
// sort by material
|
||
|
if (u1->m < u2->m)
|
||
|
return -1;
|
||
|
if (u1->m > u2->m)
|
||
|
return 1;
|
||
|
|
||
|
// sort by last used
|
||
|
if (u1->lastref < u2->lastref)
|
||
|
return -1;
|
||
|
if (u1->lastref > u2->lastref)
|
||
|
return 1;
|
||
|
|
||
|
return 0;
|
||
|
}
|
||
|
|
||
|
static void SortVerticesByMaterial( int *pDesiredToVList, int *pVListToDesired )
|
||
|
{
|
||
|
for ( int i = 0; i < numvlist; i++ )
|
||
|
{
|
||
|
pDesiredToVList[i] = i;
|
||
|
}
|
||
|
qsort( pDesiredToVList, numvlist, sizeof( int ), vlistCompare );
|
||
|
for ( int i = 0; i < numvlist; i++ )
|
||
|
{
|
||
|
pVListToDesired[ pDesiredToVList[i] ] = i;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// sort new faces by materials, last used
|
||
|
//-----------------------------------------------------------------------------
|
||
|
static int faceCompare( const void *elem1, const void *elem2 )
|
||
|
{
|
||
|
int i1 = *(int *)elem1;
|
||
|
int i2 = *(int *)elem2;
|
||
|
|
||
|
// sort by material
|
||
|
if (g_face[i1].material < g_face[i2].material)
|
||
|
return -1;
|
||
|
if (g_face[i1].material > g_face[i2].material)
|
||
|
return 1;
|
||
|
|
||
|
// sort by original usage
|
||
|
if (i1 < i2)
|
||
|
return -1;
|
||
|
if (i1 > i2)
|
||
|
return 1;
|
||
|
|
||
|
return 0;
|
||
|
}
|
||
|
|
||
|
static void SortFacesByMaterial( int *pDesiredToSrcFace )
|
||
|
{
|
||
|
// NOTE: Unlike SortVerticesByMaterial, srcFaceToDesired isn't needed, so we're not computing it
|
||
|
for ( int i = 0; i < g_numfaces; i++ )
|
||
|
{
|
||
|
pDesiredToSrcFace[i] = i;
|
||
|
}
|
||
|
qsort( pDesiredToSrcFace, g_numfaces, sizeof( int ), faceCompare );
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Builds mesh structures in the source
|
||
|
//-----------------------------------------------------------------------------
|
||
|
static void PointMeshesToVertexAndFaceData( s_source_t *pSource, int *pDesiredToSrcFace )
|
||
|
{
|
||
|
// First, assign all meshes to be empty
|
||
|
// A mesh is a set of faces + vertices that all use 1 material
|
||
|
for ( int m = 0; m < MAXSTUDIOSKINS; m++ )
|
||
|
{
|
||
|
pSource->mesh[m].numvertices = 0;
|
||
|
pSource->mesh[m].vertexoffset = pSource->numvertices;
|
||
|
|
||
|
pSource->mesh[m].numfaces = 0;
|
||
|
pSource->mesh[m].faceoffset = pSource->numfaces;
|
||
|
}
|
||
|
|
||
|
// find first and count of vertices per material
|
||
|
for ( int i = 0; i < pSource->numvertices; i++ )
|
||
|
{
|
||
|
int m = pSource->vertex[i].material;
|
||
|
pSource->mesh[m].numvertices++;
|
||
|
if (pSource->mesh[m].vertexoffset > i)
|
||
|
{
|
||
|
pSource->mesh[m].vertexoffset = i;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// find first and count of faces per material
|
||
|
for ( int i = 0; i < pSource->numfaces; i++ )
|
||
|
{
|
||
|
int m = g_face[ pDesiredToSrcFace[i] ].material;
|
||
|
|
||
|
pSource->mesh[m].numfaces++;
|
||
|
if (pSource->mesh[m].faceoffset > i)
|
||
|
{
|
||
|
pSource->mesh[m].faceoffset = i;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
for (k = 0; k < MAXSTUDIOSKINS; k++)
|
||
|
{
|
||
|
printf("%d : %d:%d %d:%d\n", k, psource->mesh[k].numvertices, psource->mesh[k].vertexoffset, psource->mesh[k].numfaces, psource->mesh[k].faceoffset );
|
||
|
}
|
||
|
*/
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Builds the face list in the mesh
|
||
|
//-----------------------------------------------------------------------------
|
||
|
static void BuildFaceList( s_source_t *pSource, int *pVListToDesired, int *pDesiredToSrcFace )
|
||
|
{
|
||
|
pSource->face = (s_face_t *)kalloc( pSource->numfaces, sizeof( s_face_t ));
|
||
|
for ( int m = 0; m < MAXSTUDIOSKINS; m++)
|
||
|
{
|
||
|
if ( !pSource->mesh[m].numfaces )
|
||
|
continue;
|
||
|
|
||
|
pSource->meshindex[ pSource->nummeshes++ ] = m;
|
||
|
|
||
|
for ( int i = pSource->mesh[m].faceoffset; i < pSource->mesh[m].numfaces + pSource->mesh[m].faceoffset; i++)
|
||
|
{
|
||
|
int j = pDesiredToSrcFace[i];
|
||
|
|
||
|
// NOTE: per-face vertex indices a,b,c are mesh relative (hence the subtraction),
|
||
|
// while g_src_uface are model relative
|
||
|
pSource->face[i].a = pVListToDesired[ g_src_uface[j].a ] - pSource->mesh[m].vertexoffset;
|
||
|
pSource->face[i].b = pVListToDesired[ g_src_uface[j].b ] - pSource->mesh[m].vertexoffset;
|
||
|
pSource->face[i].c = pVListToDesired[ g_src_uface[j].c ] - pSource->mesh[m].vertexoffset;
|
||
|
Assert( ((pSource->face[i].a & 0xF0000000) == 0) && ((pSource->face[i].b & 0xF0000000) == 0) &&
|
||
|
((pSource->face[i].c & 0xF0000000) == 0) );
|
||
|
// printf("%3d : %4d %4d %4d\n", i, pSource->face[i].a, pSource->face[i].b, pSource->face[i].c );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Remaps the vertex animations based on the new vertex ordering
|
||
|
//-----------------------------------------------------------------------------
|
||
|
static void RemapVertexAnimations( s_source_t *pSource, int *pVListToDesired )
|
||
|
{
|
||
|
int nAnimationCount = pSource->m_Animations.Count();
|
||
|
for ( int i = 0; i < nAnimationCount; ++i )
|
||
|
{
|
||
|
s_sourceanim_t &anim = pSource->m_Animations[i];
|
||
|
if ( !anim.newStyleVertexAnimations )
|
||
|
continue;
|
||
|
|
||
|
for ( int j = 0; j < MAXSTUDIOANIMFRAMES; ++j )
|
||
|
{
|
||
|
int nVAnimCount = anim.numvanims[j];
|
||
|
if ( nVAnimCount == 0 )
|
||
|
continue;
|
||
|
|
||
|
// Copy off the initial vertex data
|
||
|
// Have to do it in 2 loops because it'll overwrite itself if we do it in 1
|
||
|
int *pTemp = (int*)_alloca( nVAnimCount * sizeof(int) );
|
||
|
for ( int k = 0; k < nVAnimCount; ++k )
|
||
|
{
|
||
|
pTemp[k] = anim.vanim[j][k].vertex;
|
||
|
}
|
||
|
|
||
|
for ( int k = 0; k < nVAnimCount; ++k )
|
||
|
{
|
||
|
// NOTE: vertex animations are model relative, not mesh relative
|
||
|
anim.vanim[j][k].vertex = pVListToDesired[ pTemp[k] ];
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Sorts vertices by material type, re-maps data structures that refer to those vertices
|
||
|
// to use the new indices
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void BuildIndividualMeshes( s_source_t *pSource )
|
||
|
{
|
||
|
static int v_listsort[MAXSTUDIOVERTS]; // map desired order to vlist entry
|
||
|
static int v_ilistsort[MAXSTUDIOVERTS]; // map vlist entry to desired order
|
||
|
static int facesort[MAXSTUDIOTRIANGLES]; // map desired order to src_face entry
|
||
|
|
||
|
SortVerticesByMaterial( v_listsort, v_ilistsort );
|
||
|
SortFacesByMaterial( facesort );
|
||
|
|
||
|
pSource->numvertices = numvlist;
|
||
|
pSource->numfaces = g_numfaces;
|
||
|
|
||
|
BuildUniqueVertexList( pSource, v_listsort );
|
||
|
PointMeshesToVertexAndFaceData( pSource, facesort );
|
||
|
BuildFaceList( pSource, v_ilistsort, facesort );
|
||
|
RemapVertexAnimations( pSource, v_ilistsort );
|
||
|
CalcModelTangentSpaces( pSource );
|
||
|
}
|
||
|
|
||
|
|
||
|
void Grab_MRMFaceupdates( s_source_t *psource )
|
||
|
{
|
||
|
while (1)
|
||
|
{
|
||
|
if (fgets( g_szLine, sizeof( g_szLine ), g_fpInput ) != NULL)
|
||
|
{
|
||
|
g_iLinecount++;
|
||
|
|
||
|
// check for end
|
||
|
if (IsEnd(g_szLine))
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
int Load_VRM ( s_source_t *psource )
|
||
|
{
|
||
|
char cmd[1024];
|
||
|
int option;
|
||
|
|
||
|
if (!OpenGlobalFile( psource->filename ))
|
||
|
{
|
||
|
return 0;
|
||
|
}
|
||
|
|
||
|
if( !g_quiet )
|
||
|
{
|
||
|
printf ("grabbing %s\n", psource->filename);
|
||
|
}
|
||
|
|
||
|
g_iLinecount = 0;
|
||
|
|
||
|
while (fgets( g_szLine, sizeof( g_szLine ), g_fpInput ) != NULL)
|
||
|
{
|
||
|
g_iLinecount++;
|
||
|
sscanf( g_szLine, "%1023s %d", cmd, &option );
|
||
|
if (stricmp( cmd, "version" ) == 0)
|
||
|
{
|
||
|
if (option != 2)
|
||
|
{
|
||
|
MdlError("bad version\n");
|
||
|
}
|
||
|
}
|
||
|
else if (stricmp( cmd, "name" ) == 0)
|
||
|
{
|
||
|
}
|
||
|
else if (stricmp( cmd, "vertices" ) == 0)
|
||
|
{
|
||
|
g_numverts = option;
|
||
|
}
|
||
|
else if (stricmp( cmd, "faces" ) == 0)
|
||
|
{
|
||
|
g_numfaces = option;
|
||
|
}
|
||
|
else if (stricmp( cmd, "materials" ) == 0)
|
||
|
{
|
||
|
// doesn't matter;
|
||
|
}
|
||
|
else if (stricmp( cmd, "texcoords" ) == 0)
|
||
|
{
|
||
|
g_numtexcoords = option;
|
||
|
if (option == 0)
|
||
|
MdlError( "model has no texture coordinates\n");
|
||
|
}
|
||
|
else if (stricmp( cmd, "normals" ) == 0)
|
||
|
{
|
||
|
g_numnormals = option;
|
||
|
}
|
||
|
else if (stricmp( cmd, "tristrips" ) == 0)
|
||
|
{
|
||
|
// should be 0;
|
||
|
}
|
||
|
|
||
|
else if (stricmp( cmd, "vertexlist" ) == 0)
|
||
|
{
|
||
|
Grab_Vertexlist( psource );
|
||
|
}
|
||
|
else if (stricmp( cmd, "facelist" ) == 0)
|
||
|
{
|
||
|
Grab_Facelist( psource );
|
||
|
}
|
||
|
else if (stricmp( cmd, "materiallist" ) == 0)
|
||
|
{
|
||
|
Grab_Materiallist( psource );
|
||
|
}
|
||
|
else if (stricmp( cmd, "texcoordlist" ) == 0)
|
||
|
{
|
||
|
Grab_Texcoordlist( psource );
|
||
|
}
|
||
|
else if (stricmp( cmd, "normallist" ) == 0)
|
||
|
{
|
||
|
Grab_Normallist( psource );
|
||
|
}
|
||
|
else if (stricmp( cmd, "faceattriblist" ) == 0)
|
||
|
{
|
||
|
Grab_Faceattriblist( psource );
|
||
|
}
|
||
|
|
||
|
else if (stricmp( cmd, "MRM" ) == 0)
|
||
|
{
|
||
|
}
|
||
|
else if (stricmp( cmd, "MRMvertices" ) == 0)
|
||
|
{
|
||
|
}
|
||
|
else if (stricmp( cmd, "MRMfaces" ) == 0)
|
||
|
{
|
||
|
}
|
||
|
else if (stricmp( cmd, "MRMfaceupdates" ) == 0)
|
||
|
{
|
||
|
Grab_MRMFaceupdates( psource );
|
||
|
}
|
||
|
|
||
|
else if (stricmp( cmd, "nodes" ) == 0)
|
||
|
{
|
||
|
psource->numbones = Grab_Nodes( psource->localBone );
|
||
|
}
|
||
|
else if (stricmp( cmd, "skeleton" ) == 0)
|
||
|
{
|
||
|
Grab_Animation( psource, "BindPose" );
|
||
|
}
|
||
|
/*
|
||
|
else if (stricmp( cmd, "triangles" ) == 0) {
|
||
|
Grab_Triangles( psource );
|
||
|
}
|
||
|
*/
|
||
|
else
|
||
|
{
|
||
|
MdlError("unknown VRM command : %s \n", cmd );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
UnifyIndices( psource );
|
||
|
BuildIndividualMeshes( psource );
|
||
|
|
||
|
fclose( g_fpInput );
|
||
|
|
||
|
return 1;
|
||
|
}
|
||
|
|