source-engine/utils/studiomdl/dmxsupport.cpp
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2020-04-22 12:56:21 -04:00

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C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Loads mesh data from dmx files
//
// $NoKeywords: $
//
//===========================================================================//
#include "studiomdl.h"
#include "movieobjects/dmemodel.h"
#include "movieobjects/dmemesh.h"
#include "movieobjects/dmefaceset.h"
#include "movieobjects/dmematerial.h"
#include "movieobjects/dmeclip.h"
#include "movieobjects/dmechannel.h"
#include "movieobjects/dmeattachment.h"
#include "movieobjects/dmeanimationlist.h"
#include "movieobjects/dmecombinationoperator.h"
void UnifyIndices( s_source_t *psource );
//-----------------------------------------------------------------------------
// Mapping of bone transforms
//-----------------------------------------------------------------------------
struct BoneTransformMap_t
{
// Number of bones
int m_nBoneCount;
// The order in which transforms appear in this list specifies their bone indices
CDmeTransform *m_ppTransforms[MAXSTUDIOSRCBONES];
// BoneRemap[bone index in file] == bone index in studiomdl
int m_pBoneRemap[MAXSTUDIOSRCBONES];
};
//-----------------------------------------------------------------------------
// Index into an s_node_t array for the default root node
//-----------------------------------------------------------------------------
static int s_nDefaultRootNode;
//-----------------------------------------------------------------------------
// Balance/speed data
//-----------------------------------------------------------------------------
static CUtlVector<float> s_Balance;
static CUtlVector<float> s_Speed;
//-----------------------------------------------------------------------------
// List of unique vertices
//-----------------------------------------------------------------------------
struct VertIndices_t
{
int v;
int n;
int t;
int balance;
int speed;
};
static CUtlVector< VertIndices_t > s_UniqueVertices; // A list of the unique vertices in the mesh
// Given the non-unique vertex index, return the unique vertex index
// The indices are absolute indices into s_UniqueVertices
// But as both arrays contain information for all meshes in the DMX
// The proper offset for the desired mesh must be added to the lookup
// into the map but the value returned has the offset already built in
static CUtlVector< int > s_UniqueVerticesMap;
//-----------------------------------------------------------------------------
// Delta state intermediate data [used for positions, normals, etc.]
//-----------------------------------------------------------------------------
struct DeltaIndex_t
{
DeltaIndex_t() : m_nPositionIndex(-1), m_nNormalIndex(-1), m_nNextDelta(-1), m_nWrinkleIndex(-1), m_bInList(false) {}
int m_nPositionIndex; // Index into DeltaState_t::m_PositionDeltas
int m_nNormalIndex; // Index into DeltaState_t::m_NormalDeltas
int m_nWrinkleIndex; // Index into DeltaState_t::m_WrinkleDeltas
int m_nNextDelta; // Index into DeltaState_t::m_DeltaIndices;
bool m_bInList;
};
struct DeltaState_t
{
DeltaState_t() : m_nDeltaCount( 0 ), m_nFirstDelta( -1 ) {}
CUtlString m_Name;
CUtlVector< Vector > m_PositionDeltas;
CUtlVector< Vector > m_NormalDeltas;
CUtlVector< float > m_WrinkleDeltas;
CUtlVector< DeltaIndex_t > m_DeltaIndices;
int m_nDeltaCount;
int m_nFirstDelta;
};
// NOTE: This is a temporary which loses its state once Load_DMX is exited.
static CUtlVector<DeltaState_t> s_DeltaStates;
//-----------------------------------------------------------------------------
// Finds or adds delta states. These pointers are invalidated by calling FindOrAddDeltaState again
//-----------------------------------------------------------------------------
static DeltaState_t* FindOrAddDeltaState( const char *pDeltaStateName, int nBaseStateVertexCount )
{
int nCount = s_DeltaStates.Count();
for ( int i = 0; i < nCount; ++i )
{
if ( !Q_stricmp( s_DeltaStates[i].m_Name, pDeltaStateName ) )
{
MdlWarning( "Unsupported duplicate delta state named \"%s\" in DMX file\n", pDeltaStateName );
s_DeltaStates[i].m_DeltaIndices.EnsureCount( nBaseStateVertexCount );
return &s_DeltaStates[i];
}
}
int j = s_DeltaStates.AddToTail();
s_DeltaStates[j].m_Name = pDeltaStateName;
s_DeltaStates[j].m_DeltaIndices.SetCount( nBaseStateVertexCount );
return &s_DeltaStates[j];
}
//-----------------------------------------------------------------------------
// Loads the vertices from the model
//-----------------------------------------------------------------------------
static bool DefineUniqueVertices( CDmeVertexData *pBindState, int nStartingUniqueCount )
{
const CUtlVector<int> &positionIndices = pBindState->GetVertexIndexData( CDmeVertexData::FIELD_POSITION );
const CUtlVector<int> &normalIndices = pBindState->GetVertexIndexData( CDmeVertexData::FIELD_NORMAL );
const CUtlVector<int> &texcoordIndices = pBindState->GetVertexIndexData( CDmeVertexData::FIELD_TEXCOORD );
const CUtlVector<int> &balanceIndices = pBindState->GetVertexIndexData( CDmeVertexData::FIELD_BALANCE );
const CUtlVector<int> &speedIndices = pBindState->GetVertexIndexData( CDmeVertexData::FIELD_MORPH_SPEED );
int nPositionCount = positionIndices.Count();
int nNormalCount = normalIndices.Count();
int nTexcoordCount = texcoordIndices.Count();
int nBalanceCount = balanceIndices.Count();
int nSpeedCount = speedIndices.Count();
if ( nNormalCount && nPositionCount != nNormalCount )
{
MdlError( "Encountered a mesh with invalid geometry (different number of indices for various data fields)\n" );
return false;
}
if ( nTexcoordCount && nPositionCount != nTexcoordCount )
{
MdlError( "Encountered a mesh with invalid geometry (different number of indices for various data fields)\n" );
return false;
}
if ( nBalanceCount && nPositionCount != nBalanceCount )
{
MdlError( "Encountered a mesh with invalid geometry (different number of indices for various data fields)\n" );
return false;
}
if ( nSpeedCount && nPositionCount != nSpeedCount )
{
MdlError( "Encountered a mesh with invalid geometry (different number of indices for various data fields)\n" );
return false;
}
// Only add unique vertices to the list as in UnifyIndices
for ( int i = 0; i < nPositionCount; ++i )
{
VertIndices_t vert;
vert.v = g_numverts + positionIndices[i];
vert.n = ( nNormalCount > 0 ) ? g_numnormals + normalIndices[i] : -1;
vert.t = ( nTexcoordCount > 0 ) ? g_numtexcoords + texcoordIndices[i] : -1;
vert.balance = s_Balance.Count() + ( ( nBalanceCount > 0 ) ? balanceIndices[i] : 0 );
vert.speed = s_Speed.Count() + ( ( nSpeedCount > 0 ) ? speedIndices[i] : 0 );
bool unique( true );
for ( int j = nStartingUniqueCount; j < s_UniqueVertices.Count(); ++j )
{
const VertIndices_t &tmpVert( s_UniqueVertices[j] );
if ( vert.v != tmpVert.v )
continue;
if ( vert.n != tmpVert.n )
continue;
if ( vert.t != tmpVert.t )
continue;
unique = false;
s_UniqueVerticesMap.AddToTail( j );
break;
}
if ( !unique )
continue;
int k = s_UniqueVertices.AddToTail();
s_UniqueVertices[k] = vert;
s_UniqueVerticesMap.AddToTail( k );
}
return true;
}
//-----------------------------------------------------------------------------
// Loads the vertices from the model
//-----------------------------------------------------------------------------
static bool LoadVertices( CDmeVertexData *pBindState, const matrix3x4_t& mat, float flScale, int nBoneAssign, int *pBoneRemap, int nStartingUniqueCount )
{
if ( nBoneAssign < 0 )
{
nBoneAssign = s_nDefaultRootNode;
}
// Used by the morphing system to set up delta states
DefineUniqueVertices( pBindState, nStartingUniqueCount );
matrix3x4_t normalMat;
MatrixInverseTranspose( mat, normalMat );
const CUtlVector<Vector> &positions = pBindState->GetPositionData( );
const CUtlVector<Vector> &normals = pBindState->GetNormalData( );
const CUtlVector<Vector2D> &texcoords = pBindState->GetTextureCoordData( );
const CUtlVector<float> &balances = pBindState->GetBalanceData( );
const CUtlVector<float> &speeds = pBindState->GetMorphSpeedData( );
int nCount = positions.Count();
int nJointCount = pBindState->HasSkinningData() ? pBindState->JointCount() : 0;
if ( nJointCount > MAXSTUDIOBONEWEIGHTS )
{
MdlError( "Too many bone influences per vertex!\n" );
return false;
}
// Copy positions + bone info
for ( int i = 0; i < nCount; ++i )
{
// NOTE: The transform transforms the positions into the bind space
VectorTransform( positions[i], mat, g_vertex[g_numverts] );
g_vertex[g_numverts] *= flScale;
if ( nJointCount == 0 )
{
g_bone[g_numverts].numbones = 1;
g_bone[g_numverts].bone[0] = pBoneRemap[ nBoneAssign ];
g_bone[g_numverts].weight[0] = 1.0;
}
else
{
const float *pJointWeights = pBindState->GetJointWeightData( i );
const int *pJointIndices = pBindState->GetJointIndexData( i );
float *pWeightBuf = (float*)_alloca( nJointCount * sizeof(float) );
int *pIndexBuf = (int*)_alloca( nJointCount * sizeof(int) );
memcpy( pWeightBuf, pJointWeights, nJointCount * sizeof(float) );
memcpy( pIndexBuf, pJointIndices, nJointCount * sizeof(int) );
int nBoneCount = SortAndBalanceBones( nJointCount, MAXSTUDIOBONEWEIGHTS, pIndexBuf, pWeightBuf );
g_bone[g_numverts].numbones = nBoneCount;
for ( int j = 0; j < nBoneCount; ++j )
{
g_bone[g_numverts].bone[j] = pBoneRemap[ pIndexBuf[j] ];
g_bone[g_numverts].weight[j] = pWeightBuf[j];
}
}
++g_numverts;
}
// Copy normals
nCount = normals.Count();
if ( nCount + g_numnormals > MAXSTUDIOVERTS )
{
MdlError( "Too many normals in model!\n" );
return false;
}
for ( int i = 0; i < nCount; ++i )
{
VectorRotate( normals[i], normalMat, g_normal[g_numnormals] );
VectorNormalize( g_normal[g_numnormals] );
++g_numnormals;
}
// Copy texcoords
nCount = texcoords.Count();
if ( nCount + g_numtexcoords > MAXSTUDIOVERTS )
{
MdlError( "Too many texture coordinates in model!\n" );
return false;
}
bool bFlipVCoordinate = pBindState->IsVCoordinateFlipped();
for ( int i = 0; i < nCount; ++i )
{
g_texcoord[g_numtexcoords].x = texcoords[i].x;
g_texcoord[g_numtexcoords].y = bFlipVCoordinate ? 1.0f - texcoords[i].y : texcoords[i].y;
++g_numtexcoords;
}
// In the event of no speed or balance map, use the same value of 1 for all vertices
if ( balances.Count() )
{
s_Balance.AddMultipleToTail( balances.Count(), balances.Base() );
}
else
{
s_Balance.AddToTail( 1.0f );
}
if ( speeds.Count() )
{
s_Speed.AddMultipleToTail( speeds.Count(), speeds.Base() );
}
else
{
s_Speed.AddToTail( 1.0f );
}
return true;
}
//-----------------------------------------------------------------------------
// Hook delta into delta list
//-----------------------------------------------------------------------------
static void AddToDeltaList( DeltaState_t *pDeltaStateData, int nUniqueVertex )
{
DeltaIndex_t &index = pDeltaStateData->m_DeltaIndices[ nUniqueVertex ];
if ( !index.m_bInList )
{
index.m_nNextDelta = pDeltaStateData->m_nFirstDelta;
pDeltaStateData->m_nFirstDelta = nUniqueVertex;
pDeltaStateData->m_nDeltaCount++;
index.m_bInList = true;
}
}
//-----------------------------------------------------------------------------
// Loads the vertices from the delta state
//-----------------------------------------------------------------------------
static bool LoadDeltaState(
CDmeVertexDeltaData *pDeltaState,
CDmeVertexData *pBindState,
const matrix3x4_t& mat,
float flScale,
int nStartingUniqueVertex,
int nStartingUniqueVertexMap )
{
DeltaState_t *pDeltaStateData = FindOrAddDeltaState( pDeltaState->GetName(), nStartingUniqueVertex + pBindState->VertexCount() );
matrix3x4_t normalMat;
MatrixInverseTranspose( mat, normalMat );
const CUtlVector<Vector> &positions = pDeltaState->GetPositionData( );
const CUtlVector<int> &positionIndices = pDeltaState->GetVertexIndexData( CDmeVertexDataBase::FIELD_POSITION );
const CUtlVector<Vector> &normals = pDeltaState->GetNormalData( );
const CUtlVector<int> &normalIndices = pDeltaState->GetVertexIndexData( CDmeVertexDataBase::FIELD_NORMAL );
const CUtlVector<float> &wrinkle = pDeltaState->GetWrinkleData( );
const CUtlVector<int> &wrinkleIndices = pDeltaState->GetVertexIndexData( CDmeVertexDataBase::FIELD_WRINKLE );
if ( positions.Count() != positionIndices.Count() )
{
MdlError( "DeltaState %s contains a different number of positions + position indices!\n", pDeltaState->GetName() );
return false;
}
if ( normals.Count() != normalIndices.Count() )
{
MdlError( "DeltaState %s contains a different number of normals + normal indices!\n", pDeltaState->GetName() );
return false;
}
if ( wrinkle.Count() != wrinkleIndices.Count() )
{
MdlError( "DeltaState %s contains a different number of wrinkles + wrinkle indices!\n", pDeltaState->GetName() );
return false;
}
// Copy position delta
int nCount = positions.Count();
for ( int i = 0; i < nCount; ++i )
{
Vector vecDelta;
// NOTE NOTE!!: This is VectorRotate, *not* VectorTransform. This is because
// we're transforming a delta, which is basically a direction vector. To
// move it into the new space, we must rotate it
VectorRotate( positions[i], mat, vecDelta );
vecDelta *= flScale;
int nPositionIndex = pDeltaStateData->m_PositionDeltas.AddToTail( vecDelta );
// Indices
const CUtlVector< int > &baseVerts = pBindState->FindVertexIndicesFromDataIndex( CDmeVertexData::FIELD_POSITION, positionIndices[i] );
int nBaseVertCount = baseVerts.Count();
for ( int k = 0; k < nBaseVertCount; ++k )
{
int nUniqueVertexIndex = s_UniqueVerticesMap[ nStartingUniqueVertexMap + baseVerts[k] ];
AddToDeltaList( pDeltaStateData, nUniqueVertexIndex );
DeltaIndex_t &index = pDeltaStateData->m_DeltaIndices[ nUniqueVertexIndex ];
index.m_nPositionIndex = nPositionIndex;
}
}
// Copy normals
nCount = normals.Count();
for ( int i = 0; i < nCount; ++i )
{
Vector vecDelta;
VectorRotate( normals[i], normalMat, vecDelta );
int nNormalIndex = pDeltaStateData->m_NormalDeltas.AddToTail( vecDelta );
// Indices
const CUtlVector< int > &baseVerts = pBindState->FindVertexIndicesFromDataIndex( CDmeVertexData::FIELD_NORMAL, normalIndices[i] );
int nBaseVertCount = baseVerts.Count();
for ( int k = 0; k < nBaseVertCount; ++k )
{
int nUniqueVertexIndex = s_UniqueVerticesMap[ nStartingUniqueVertexMap + baseVerts[k] ];
AddToDeltaList( pDeltaStateData, nUniqueVertexIndex );
DeltaIndex_t &index = pDeltaStateData->m_DeltaIndices[ nUniqueVertexIndex ];
index.m_nNormalIndex = nNormalIndex;
}
}
// Copy wrinkle
nCount = wrinkle.Count();
for ( int i = 0; i < nCount; ++i )
{
int nWrinkleIndex = pDeltaStateData->m_WrinkleDeltas.AddToTail( wrinkle[i] );
// Indices
const CUtlVector< int > &baseVerts = pBindState->FindVertexIndicesFromDataIndex( CDmeVertexData::FIELD_WRINKLE, wrinkleIndices[i] );
int nBaseVertCount = baseVerts.Count();
for ( int k = 0; k < nBaseVertCount; ++k )
{
int nUniqueVertexIndex = s_UniqueVerticesMap[ nStartingUniqueVertexMap + baseVerts[k] ];
AddToDeltaList( pDeltaStateData, nUniqueVertexIndex );
DeltaIndex_t &index = pDeltaStateData->m_DeltaIndices[ nUniqueVertexIndex ];
index.m_nWrinkleIndex = nWrinkleIndex;
}
}
return true;
}
//-----------------------------------------------------------------------------
// Reads the face data from the DMX data
//-----------------------------------------------------------------------------
static void ParseFaceData( CDmeVertexData *pVertexData, int material, int v1, int v2, int v3, int vi, int ni, int ti )
{
s_tmpface_t f;
f.material = material;
int p, n, t;
p = pVertexData->GetPositionIndex(v1); n = pVertexData->GetNormalIndex(v1); t = pVertexData->GetTexCoordIndex(v1);
f.a = ( p >= 0 ) ? vi + p : 0; f.na = ( n >= 0 ) ? ni + n : 0; f.ta = ( t >= 0 ) ? ti + t : 0;
p = pVertexData->GetPositionIndex(v2); n = pVertexData->GetNormalIndex(v2); t = pVertexData->GetTexCoordIndex(v2);
f.b = ( p >= 0 ) ? vi + p : 0; f.nb = ( n >= 0 ) ? ni + n : 0; f.tb = ( t >= 0 ) ? ti + t : 0;
p = pVertexData->GetPositionIndex(v3); n = pVertexData->GetNormalIndex(v3); t = pVertexData->GetTexCoordIndex(v3);
f.c = ( p >= 0 ) ? vi + p : 0; f.nc = ( n >= 0 ) ? ni + n : 0; f.tc = ( t >= 0 ) ? ti + t : 0;
Assert( f.a <= (unsigned long)g_numverts && f.b <= (unsigned long)g_numverts && f.c <= (unsigned long)g_numverts );
Assert( f.na <= (unsigned long)g_numnormals && f.nb <= (unsigned long)g_numnormals && f.nc <= (unsigned long)g_numnormals );
Assert( f.ta <= (unsigned long)g_numtexcoords && f.tb <= (unsigned long)g_numtexcoords && f.tc <= (unsigned long)g_numtexcoords );
Assert( g_numfaces < MAXSTUDIOTRIANGLES-1 );
if ( g_numfaces >= MAXSTUDIOTRIANGLES-1 )
return;
int i = g_numfaces++;
g_face[i] = f;
}
//-----------------------------------------------------------------------------
// Reads the mesh data from the DMX data
//-----------------------------------------------------------------------------
static bool LoadMesh( CDmeMesh *pMesh, CDmeVertexData *pBindState, const matrix3x4_t& mat, float flScale,
int nBoneAssign, int *pBoneRemap, s_source_t *pSource )
{
pMesh->CollapseRedundantNormals( normal_blend );
// Load the vertices
int nStartingVertex = g_numverts;
int nStartingNormal = g_numnormals;
int nStartingTexCoord = g_numtexcoords;
int nStartingUniqueCount = s_UniqueVertices.Count();
int nStartingUniqueMapCount = s_UniqueVerticesMap.Count();
// This defines s_UniqueVertices & s_UniqueVerticesMap
LoadVertices( pBindState, mat, flScale, nBoneAssign, pBoneRemap, nStartingUniqueCount );
// Load the deltas
int nDeltaStateCount = pMesh->DeltaStateCount();
for ( int i = 0; i < nDeltaStateCount; ++i )
{
CDmeVertexDeltaData *pDeltaState = pMesh->GetDeltaState( i );
if ( !LoadDeltaState( pDeltaState, pBindState, mat, flScale, nStartingUniqueCount, nStartingUniqueMapCount ) )
return false;
}
// load the base triangles
int texture;
int material;
char pTextureName[MAX_PATH];
int nFaceSetCount = pMesh->FaceSetCount();
for ( int i = 0; i < nFaceSetCount; ++i )
{
CDmeFaceSet *pFaceSet = pMesh->GetFaceSet( i );
CDmeMaterial *pMaterial = pFaceSet->GetMaterial();
// Get the material name
Q_strncpy( pTextureName, pMaterial->GetMaterialName(), sizeof(pTextureName) );
// funky texture overrides (specified with the -t command-line argument)
for ( int j = 0; j < numrep; j++ )
{
if ( sourcetexture[j][0] == '\0' )
{
Q_strncpy( pTextureName, defaulttexture[j], sizeof(pTextureName) );
break;
}
if ( Q_stricmp( pTextureName, sourcetexture[j]) == 0 )
{
Q_strncpy( pTextureName, defaulttexture[j], sizeof(pTextureName) );
break;
}
}
// skip all faces with the null texture on them.
char pPathNoExt[MAX_PATH];
Q_StripExtension( pTextureName, pPathNoExt, sizeof(pPathNoExt) );
if ( !Q_stricmp( pPathNoExt, "null" ) )
continue;
texture = LookupTexture( pTextureName, true );
pSource->texmap[texture] = texture; // hack, make it 1:1
material = UseTextureAsMaterial( texture );
// prepare indices
int nFirstIndex = 0;
int nIndexCount = pFaceSet->NumIndices();
while ( nFirstIndex < nIndexCount )
{
int nVertexCount = pFaceSet->GetNextPolygonVertexCount( nFirstIndex );
if ( nVertexCount >= 3 )
{
int nOutCount = (nVertexCount-2) * 3;
int *pIndices = (int*)_alloca( nOutCount * sizeof(int) );
pMesh->ComputeTriangulatedIndices( pBindState, pFaceSet, nFirstIndex, pIndices, nOutCount );
for ( int ii = 0; ii < nOutCount; ii +=3 )
{
ParseFaceData( pBindState, material, pIndices[ii], pIndices[ii+2], pIndices[ii+1], nStartingVertex, nStartingNormal, nStartingTexCoord );
}
}
nFirstIndex += nVertexCount + 1;
}
}
return true;
}
//-----------------------------------------------------------------------------
// Method used to add mesh data
//-----------------------------------------------------------------------------
struct LoadMeshInfo_t
{
s_source_t *m_pSource;
CDmeModel *m_pModel;
float m_flScale;
int *m_pBoneRemap;
matrix3x4_t m_pBindPose[MAXSTUDIOSRCBONES];
};
static bool LoadMeshes( const LoadMeshInfo_t &info, CDmeDag *pDag, const matrix3x4_t &parentToBindPose, int nBoneAssign )
{
// We want to create an aggregate matrix transforming from this dag to its closest
// parent which actually is an animated joint. This is done so we can autoskin
// meshes to their closest parents if they have not been skinned.
matrix3x4_t dagToBindPose;
CDmeTransform *pDagTransform = pDag->GetTransform();
int nFoundIndex = info.m_pModel->GetJointTransformIndex( pDagTransform );
// Update autoskin to autoskin to non-DmeJoint's if they are children of the DmeModel (i.e. they have no parent bone)
if ( nFoundIndex >= 0 )
{
if ( pDag == info.m_pModel || CastElement< CDmeJoint >( pDag ) )
{
nBoneAssign = nFoundIndex;
}
else
{
for ( int i = 0; i < info.m_pModel->GetChildCount(); ++i )
{
if ( info.m_pModel->GetChild( i ) == pDag )
{
nBoneAssign = nFoundIndex;
break;
}
}
}
}
if ( nFoundIndex >= 0 )
{
ConcatTransforms( parentToBindPose, info.m_pBindPose[nFoundIndex], dagToBindPose );
}
else
{
// NOTE: This isn't particularly kosher; we're using the current pose instead of the bind pose
// because there's no transform in the bind pose
matrix3x4_t dagToParent;
pDagTransform->GetTransform( dagToParent );
ConcatTransforms( parentToBindPose, dagToParent, dagToBindPose );
}
CDmeMesh *pMesh = CastElement< CDmeMesh >( pDag->GetShape() );
if ( pMesh )
{
CDmeVertexData *pBindState = pMesh->FindBaseState( "bind" );
if ( !pBindState )
return false;
if ( !LoadMesh( pMesh, pBindState, dagToBindPose, info.m_flScale, nBoneAssign, info.m_pBoneRemap, info.m_pSource ) )
return false;
}
int nCount = pDag->GetChildCount();
for ( int i = 0; i < nCount; ++i )
{
CDmeDag *pChild = pDag->GetChild( i );
if ( !LoadMeshes( info, pChild, dagToBindPose, nBoneAssign ) )
return false;
}
return true;
}
//-----------------------------------------------------------------------------
// Method used to add mesh data
//-----------------------------------------------------------------------------
static bool LoadMeshes( CDmeModel *pModel, float flScale, int *pBoneRemap, s_source_t *pSource )
{
matrix3x4_t mat;
SetIdentityMatrix( mat );
LoadMeshInfo_t info;
info.m_pModel = pModel;
info.m_flScale = flScale;
info.m_pBoneRemap = pBoneRemap;
info.m_pSource = pSource;
CDmeTransformList *pBindPose = pModel->FindBaseState( "bind" );
int nCount = pBindPose ? pBindPose->GetTransformCount() : pModel->GetJointTransformCount();
for ( int i = 0; i < nCount; ++i )
{
CDmeTransform *pTransform = pBindPose ? pBindPose->GetTransform(i) : pModel->GetJointTransform(i);
matrix3x4_t jointTransform;
pTransform->GetTransform( info.m_pBindPose[i] );
}
int nChildCount = pModel->GetChildCount();
for ( int i = 0; i < nChildCount; ++i )
{
CDmeDag *pChild = pModel->GetChild( i );
if ( !LoadMeshes( info, pChild, mat, -1 ) )
return false;
}
return true;
}
//-----------------------------------------------------------------------------
// Builds s_vertanim_ts
//-----------------------------------------------------------------------------
static void BuildVertexAnimations( s_source_t *pSource )
{
int nCount = s_DeltaStates.Count();
if ( nCount == 0 )
return;
Assert( s_Speed.Count() > 0 );
Assert( s_Balance.Count() > 0 );
Assert( s_UniqueVertices.Count() == numvlist );
s_vertanim_t *pVertAnim = (s_vertanim_t *)_alloca( numvlist * sizeof( s_vertanim_t ) );
for ( int i = 0; i < nCount; ++i )
{
DeltaState_t &state = s_DeltaStates[i];
s_sourceanim_t *pSourceAnim = FindOrAddSourceAnim( pSource, state.m_Name );
pSourceAnim->numframes = 1;
pSourceAnim->startframe = 0;
pSourceAnim->endframe = 0;
pSourceAnim->newStyleVertexAnimations = true;
// Traverse the linked list of unique vertex indices j that has a delta
int nVertAnimCount = 0;
for ( int j = state.m_nFirstDelta; j >= 0; j = state.m_DeltaIndices[j].m_nNextDelta )
{
// The Delta Indices array is a parallel array to s_UniqueVertices
// j is used to index into both
DeltaIndex_t &delta = state.m_DeltaIndices[j];
Assert( delta.m_nPositionIndex >= 0 || delta.m_nNormalIndex >= 0 || delta.m_nWrinkleIndex >= 0 );
VertIndices_t &uniqueVert = s_UniqueVertices[j];
const v_unify_t *pList = v_list[uniqueVert.v];
for( ; pList; pList = pList->next )
{
if ( pList->n != uniqueVert.n || pList->t != uniqueVert.t )
continue;
s_vertanim_t& vertanim = pVertAnim[nVertAnimCount++];
vertanim.vertex = pList - v_listdata;
vertanim.speed = s_Speed[ s_UniqueVertices[j].speed ];
vertanim.side = s_Balance[ s_UniqueVertices[j].balance ];
if ( delta.m_nPositionIndex >= 0 )
{
vertanim.pos = state.m_PositionDeltas[ delta.m_nPositionIndex ];
}
else
{
vertanim.pos = vec3_origin;
}
if ( delta.m_nNormalIndex >= 0 )
{
vertanim.normal = state.m_NormalDeltas[ delta.m_nNormalIndex ];
}
else
{
vertanim.normal = vec3_origin;
}
if ( delta.m_nWrinkleIndex >= 0 )
{
vertanim.wrinkle = state.m_WrinkleDeltas[ delta.m_nWrinkleIndex ];
}
else
{
vertanim.wrinkle = 0.0f;
}
}
}
pSourceAnim->numvanims[0] = nVertAnimCount;
pSourceAnim->vanim[0] = (s_vertanim_t *)kalloc( nVertAnimCount, sizeof( s_vertanim_t ) );
memcpy( pSourceAnim->vanim[0], pVertAnim, nVertAnimCount * sizeof( s_vertanim_t ) );
}
}
//-----------------------------------------------------------------------------
// Loads the skeletal hierarchy from the game model, returns bone count
//-----------------------------------------------------------------------------
static bool AddDagJoint( CDmeModel *pModel, CDmeDag *pDag, s_node_t *pNodes, int nParentIndex, BoneTransformMap_t &boneMap )
{
CDmeTransform *pDmeTransform = pDag->GetTransform();
const char *pTransformName = pDmeTransform->GetName();
int nJointIndex = boneMap.m_nBoneCount++;
if ( nJointIndex >= MAXSTUDIOSRCBONES )
{
MdlWarning( "DMX Model has too many bones [%d, max can be %d]!\n", boneMap.m_nBoneCount, MAXSTUDIOSRCBONES );
return false;
}
boneMap.m_ppTransforms[ nJointIndex ] = pDmeTransform;
int nFoundIndex = 0;
if ( pModel )
{
nFoundIndex = pModel->GetJointTransformIndex( pDmeTransform );
if ( nFoundIndex >= 0 )
{
boneMap.m_pBoneRemap[nFoundIndex] = nJointIndex;
}
}
Q_strncpy( pNodes[ nJointIndex ].name, pTransformName, sizeof( pNodes[ nJointIndex ].name ) );
pNodes[ nJointIndex ].parent = nParentIndex;
// Now deal with children
int nChildCount = pDag->GetChildCount();
for ( int i = 0; i < nChildCount; ++i )
{
CDmeDag *pChild = pDag->GetChild( i );
if ( !pChild )
continue;
int nCurrentBoneCount = boneMap.m_nBoneCount;
if ( !AddDagJoint( pModel, pChild, pNodes, nJointIndex, boneMap ) )
return false;
if ( ( nCurrentBoneCount != boneMap.m_nBoneCount ) && ( nFoundIndex < 0 ) )
{
MdlWarning( "DMX Model has a joint \"%s\" which is not in its joint transform list.\n"
"This joint has children which are in the joint transform list, which is illegal.\n",
pDag->GetName() );
return false;
}
}
return true;
}
//-----------------------------------------------------------------------------
// Main entry point for loading the skeleton
//-----------------------------------------------------------------------------
static int LoadSkeleton( CDmeDag *pRoot, CDmeModel *pModel, s_node_t *pNodes, BoneTransformMap_t &map )
{
// Initialize bone indices
map.m_nBoneCount = 0;
for ( int i = 0; i < MAXSTUDIOSRCBONES; ++i )
{
pNodes[i].name[0] = 0;
pNodes[i].parent = -1;
map.m_pBoneRemap[i] = -1;
map.m_ppTransforms[i] = NULL;
}
// Don't create joints for the the root dag ever.. just deal with the children
int nChildCount = pRoot->GetChildCount();
for ( int i = 0; i < nChildCount; ++i )
{
CDmeDag *pChild = pRoot->GetChild( i );
if ( !pChild )
continue;
if ( !AddDagJoint( pModel, pChild, pNodes, -1, map ) )
return 0;
}
// Add a default identity bone used for autoskinning if no joints are specified
s_nDefaultRootNode = map.m_nBoneCount;
Q_strncpy( pNodes[s_nDefaultRootNode].name, "defaultRoot", sizeof( pNodes[ s_nDefaultRootNode ].name ) );
pNodes[s_nDefaultRootNode].parent = -1;
if ( !pModel )
return map.m_nBoneCount + 1;
// Look for joints listed in the transform list which aren't in the hierarchy
int nInitialBoneCount = pModel->GetJointTransformCount();
for ( int i = 0; i < nInitialBoneCount; ++i )
{
int nIndex = map.m_pBoneRemap[i];
if ( nIndex < 0 )
{
map.m_pBoneRemap[i] = map.m_nBoneCount++;
nIndex = map.m_pBoneRemap[i];
}
if ( pNodes[nIndex].name[0] == 0 )
{
CDmeTransform *pTransform = pModel->GetJointTransform( i );
Q_strncpy( pNodes[ nIndex ].name, pTransform->GetName(), sizeof( pNodes[ nIndex ].name ) );
MdlWarning( "Joint %s specified in the joint transform list but doesn't appear in the dag hierarchy!\n", pTransform->GetName() );
}
}
return map.m_nBoneCount + 1;
}
//-----------------------------------------------------------------------------
// Loads the skeletal hierarchy from the game model, returns bone count
//-----------------------------------------------------------------------------
static void LoadAttachments( CDmeDag *pRoot, CDmeDag *pDag, s_source_t *pSource )
{
CDmeAttachment *pAttachment = CastElement< CDmeAttachment >( pDag->GetShape() );
if ( pAttachment && ( pDag != pRoot ) )
{
int i = pSource->m_Attachments.AddToTail();
s_attachment_t &attachment = pSource->m_Attachments[i];
memset( &attachment, 0, sizeof(s_attachment_t) );
Q_strncpy( attachment.name, pAttachment->GetName(), sizeof( attachment.name ) );
Q_strncpy( attachment.bonename, pDag->GetName(), sizeof( attachment.bonename ) );
SetIdentityMatrix( attachment.local );
if ( pAttachment->m_bIsRigid )
{
attachment.type |= IS_RIGID;
}
if ( pAttachment->m_bIsWorldAligned )
{
attachment.flags |= ATTACHMENT_FLAG_WORLD_ALIGN;
}
}
// Don't create joints for the the root dag ever.. just deal with the children
int nChildCount = pDag->GetChildCount();
for ( int i = 0; i < nChildCount; ++i )
{
CDmeDag *pChild = pDag->GetChild( i );
if ( !pChild )
continue;
LoadAttachments( pRoot, pChild, pSource );
}
}
//-----------------------------------------------------------------------------
// Loads the bind pose
//-----------------------------------------------------------------------------
static void LoadBindPose( CDmeModel *pModel, float flScale, int *pBoneRemap, s_source_t *pSource )
{
s_sourceanim_t *pSourceAnim = FindOrAddSourceAnim( pSource, "BindPose" );
pSourceAnim->startframe = 0;
pSourceAnim->endframe = 0;
pSourceAnim->numframes = 1;
// Default all transforms to identity
pSourceAnim->rawanim[0] = (s_bone_t *)kalloc( pSource->numbones, sizeof(s_bone_t) );
for ( int i = 0; i < pSource->numbones; ++i )
{
pSourceAnim->rawanim[0][i].pos.Init();
pSourceAnim->rawanim[0][i].rot.Init();
}
// Override those bones in the bind pose with the real values
// NOTE: This means that bones that are not in the bind pose are set to identity!
// Is this correct? I think it shouldn't matter, but we may need to fix this.
CDmeTransformList *pBindPose = pModel->FindBaseState( "bind" );
int nCount = pBindPose ? pBindPose->GetTransformCount() : pModel->GetJointTransformCount();
for ( int i = 0; i < nCount; ++i )
{
CDmeTransform *pTransform = pBindPose ? pBindPose->GetTransform(i) : pModel->GetJointTransform(i);
matrix3x4_t jointTransform;
pTransform->GetTransform( jointTransform );
int nActualBoneIndex = pBoneRemap[i];
s_bone_t &bone = pSourceAnim->rawanim[0][nActualBoneIndex];
MatrixAngles( jointTransform, bone.rot, bone.pos );
bone.pos *= flScale;
}
Build_Reference( pSource, "BindPose" );
}
//-----------------------------------------------------------------------------
// Main entry point for loading DMX files
//-----------------------------------------------------------------------------
static void PrepareChannels( CDmeChannelsClip *pAnimation )
{
int nChannelsCount = pAnimation->m_Channels.Count();
for ( int i = 0; i < nChannelsCount; ++i )
{
pAnimation->m_Channels[i]->SetMode( CM_PLAY );
}
}
//-----------------------------------------------------------------------------
// Update channels so they are in position for the next frame
//-----------------------------------------------------------------------------
static void UpdateChannels( CDmeChannelsClip *pAnimation, DmeTime_t clipTime )
{
int nChannelsCount = pAnimation->m_Channels.Count();
DmeTime_t channelTime = pAnimation->ToChildMediaTime( clipTime );
CUtlVector< IDmeOperator* > operators( 0, nChannelsCount );
for ( int i = 0; i < nChannelsCount; ++i )
{
pAnimation->m_Channels[i]->SetCurrentTime( channelTime );
operators.AddToTail( pAnimation->m_Channels[i] );
}
// Recompute the position of the joints
{
CDisableUndoScopeGuard guard;
g_pDmElementFramework->SetOperators( operators );
g_pDmElementFramework->Operate( true );
}
g_pDmElementFramework->BeginEdit();
}
//-----------------------------------------------------------------------------
// Initialize the pose for this frame
//-----------------------------------------------------------------------------
static void ComputeFramePose( s_sourceanim_t *pSourceAnim, int nFrame, float flScale, BoneTransformMap_t& boneMap )
{
pSourceAnim->rawanim[nFrame] = (s_bone_t *)kalloc( boneMap.m_nBoneCount, sizeof( s_bone_t ) );
for ( int i = 0; i < boneMap.m_nBoneCount; ++i )
{
matrix3x4_t jointTransform;
boneMap.m_ppTransforms[i]->GetTransform( jointTransform );
MatrixAngles( jointTransform, pSourceAnim->rawanim[nFrame][i].rot, pSourceAnim->rawanim[nFrame][i].pos );
pSourceAnim->rawanim[nFrame][i].pos *= flScale;
}
}
//-----------------------------------------------------------------------------
// Main entry point for loading animations
//-----------------------------------------------------------------------------
static void LoadAnimations( s_source_t *pSource, CDmeAnimationList *pAnimationList, float flScale, BoneTransformMap_t &boneMap )
{
int nAnimationCount = pAnimationList->GetAnimationCount();
for ( int i = 0; i < nAnimationCount; ++i )
{
CDmeChannelsClip *pAnimation = pAnimationList->GetAnimation( i );
if ( !Q_stricmp( pAnimationList->GetName(), "BindPose" ) )
{
MdlError( "Error: Cannot use \"BindPose\" as an animation name!\n" );
break;
}
s_sourceanim_t *pSourceAnim = FindOrAddSourceAnim( pSource, pAnimation->GetName() );
DmeTime_t nStartTime = pAnimation->GetStartTime();
DmeTime_t nEndTime = pAnimation->GetEndTime();
int nFrameRateVal = pAnimation->GetValue<int>( "frameRate" );
if ( nFrameRateVal <= 0 )
{
nFrameRateVal = 30;
}
DmeFramerate_t nFrameRate = nFrameRateVal;
pSourceAnim->startframe = nStartTime.CurrentFrame( nFrameRate );
pSourceAnim->endframe = nEndTime.CurrentFrame( nFrameRate );
pSourceAnim->numframes = pSourceAnim->endframe - pSourceAnim->startframe + 1;
// Prepare channels for playback
PrepareChannels( pAnimation );
float flOOFrameRate = 1.0f / (float)nFrameRateVal;
DmeTime_t nTime = nStartTime;
int nFrame = 0;
while ( nFrame < pSourceAnim->numframes )
{
int nSecond = nFrame / nFrameRateVal;
int nFraction = nFrame - nSecond * nFrameRateVal;
DmeTime_t t = nStartTime + DmeTime_t( nSecond * 10000 ) + DmeTime_t( (float)nFraction * flOOFrameRate );
// Update the current time
UpdateChannels( pAnimation, t );
// Initialize the pose for this frame
ComputeFramePose( pSourceAnim, nFrame, flScale, boneMap );
++nFrame;
}
}
}
//-----------------------------------------------------------------------------
// Loads the skeletal hierarchy from the game model, returns bone count
//-----------------------------------------------------------------------------
static void AddFlexKeys( CDmeDag *pRoot, CDmeDag *pDag, CDmeCombinationOperator *pComboOp, s_source_t *pSource )
{
CDmeMesh *pMesh = CastElement< CDmeMesh >( pDag->GetShape() );
if ( pMesh && ( pDag != pRoot ) )
{
int nDeltaStateCount = pMesh->DeltaStateCount();
for ( int i = 0; i < nDeltaStateCount; ++i )
{
CDmeVertexDeltaData *pDeltaState = pMesh->GetDeltaState( i );
AddFlexKey( pSource, pComboOp, pDeltaState->GetName() );
}
}
// Don't create joints for the the root dag ever.. just deal with the children
int nChildCount = pDag->GetChildCount();
for ( int i = 0; i < nChildCount; ++i )
{
CDmeDag *pChild = pDag->GetChild( i );
if ( !pChild )
continue;
AddFlexKeys( pRoot, pChild, pComboOp, pSource );
}
}
//-----------------------------------------------------------------------------
// Loads all auxilliary model info:
//
// * Determine original source files used to generate
// the current DMX file and schedule them for processing.
//-----------------------------------------------------------------------------
void LoadModelInfo( CDmElement *pRoot, char const *pFullPath )
{
// Determine original source files and schedule them for processing
if ( CDmElement *pMakeFile = pRoot->GetValueElement< CDmElement >( "makefile" ) )
{
if ( CDmAttribute *pSources = pMakeFile->GetAttribute( "sources" ) )
{
CDmrElementArray< CDmElement > arrSources( pSources );
for ( int kk = 0; kk < arrSources.Count(); ++ kk )
{
if ( CDmElement *pModelSource = arrSources.Element( kk ) )
{
if ( char const *szName = pModelSource->GetName() )
{
ProcessOriginalContentFile( pFullPath, szName );
}
}
}
}
}
}
//-----------------------------------------------------------------------------
// Main entry point for loading DMX files
//-----------------------------------------------------------------------------
int Load_DMX( s_source_t *pSource )
{
DmFileId_t fileId;
s_DeltaStates.RemoveAll();
s_Balance.RemoveAll();
s_Speed.RemoveAll();
s_UniqueVertices.RemoveAll();
s_UniqueVerticesMap.RemoveAll();
// use the full search tree, including mod hierarchy to find the file
char pFullPath[MAX_PATH];
if ( !GetGlobalFilePath( pSource->filename, pFullPath, sizeof(pFullPath) ) )
return 0;
// When reading, keep the CRLF; this will make ReadFile read it in binary format
// and also append a couple 0s to the end of the buffer.
CDmElement *pRoot;
if ( g_pDataModel->RestoreFromFile( pFullPath, NULL, NULL, &pRoot ) == DMFILEID_INVALID )
return 0;
if ( !g_quiet )
{
Msg( "DMX Model %s\n", pFullPath );
}
// Load model info
LoadModelInfo( pRoot, pFullPath );
// Extract out the skeleton
CDmeDag *pSkeleton = pRoot->GetValueElement< CDmeDag >( "skeleton" );
CDmeModel *pModel = pRoot->GetValueElement< CDmeModel >( "model" );
CDmeCombinationOperator *pCombinationOperator = pRoot->GetValueElement< CDmeCombinationOperator >( "combinationOperator" );
if ( !pSkeleton )
goto dmxError;
// BoneRemap[bone index in file] == bone index in studiomdl
BoneTransformMap_t boneMap;
pSource->numbones = LoadSkeleton( pSkeleton, pModel, pSource->localBone, boneMap );
if ( pSource->numbones == 0 )
goto dmxError;
LoadAttachments( pSkeleton, pSkeleton, pSource );
g_numfaces = 0;
if ( pModel )
{
if ( pCombinationOperator )
{
pCombinationOperator->GenerateWrinkleDeltas( false );
}
LoadBindPose( pModel, g_currentscale, boneMap.m_pBoneRemap, pSource );
if ( !LoadMeshes( pModel, g_currentscale, boneMap.m_pBoneRemap, pSource ) )
goto dmxError;
UnifyIndices( pSource );
BuildVertexAnimations( pSource );
BuildIndividualMeshes( pSource );
}
if ( pCombinationOperator )
{
AddFlexKeys( pModel, pModel, pCombinationOperator, pSource );
AddCombination( pSource, pCombinationOperator );
}
CDmeAnimationList *pAnimationList = pRoot->GetValueElement< CDmeAnimationList >( "animationList" );
if ( pAnimationList )
{
LoadAnimations( pSource, pAnimationList, g_currentscale, boneMap );
}
fileId = pRoot->GetFileId();
g_pDataModel->RemoveFileId( fileId );
return 1;
dmxError:
fileId = pRoot->GetFileId();
g_pDataModel->RemoveFileId( fileId );
return 0;
}