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https://github.com/FWGS/xash3d-fwgs
synced 2024-11-22 09:56:22 +01:00
616 lines
13 KiB
C
616 lines
13 KiB
C
/*
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smd.c - Studio Model Data format writer
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Copyright (C) 2020 Andrey Akhmichin
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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*/
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#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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#include "const.h"
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#include "com_model.h"
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#include "xash3d_mathlib.h"
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#include "crtlib.h"
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#include "studio.h"
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#include "mdldec.h"
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#include "smd.h"
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#include "utils.h"
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static matrix3x4 *bonetransform;
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static matrix3x4 *worldtransform;
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/*
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============
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CreateBoneTransformMatrices
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============
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*/
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static qboolean CreateBoneTransformMatrices( matrix3x4 **matrix )
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{
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*matrix = calloc( model_hdr->numbones, sizeof( matrix3x4 ) );
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if( !*matrix )
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{
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fputs( "ERROR: Couldn't allocate memory for bone transformation matrices!\n", stderr );
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return false;
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}
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return true;
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}
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/*
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============
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FillBoneTransformMatrices
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============
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*/
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static void FillBoneTransformMatrices( void )
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{
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int i;
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mstudiobone_t *bone = (mstudiobone_t *)( (byte *)model_hdr + model_hdr->boneindex );
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matrix3x4 bonematrix;
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vec4_t q;
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for( i = 0; i < model_hdr->numbones; ++i, ++bone )
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{
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AngleQuaternion( &bone->value[3], q, true );
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Matrix3x4_FromOriginQuat( bonematrix, q, bone->value );
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if( bone->parent == -1 )
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{
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Matrix3x4_Copy( bonetransform[i], bonematrix );
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continue;
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}
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Matrix3x4_ConcatTransforms( bonetransform[i], bonetransform[bone->parent], bonematrix );
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}
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}
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/*
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============
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FillWorldTransformMatrices
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============
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*/
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static void FillWorldTransformMatrices( void )
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{
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int i;
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mstudioboneinfo_t *boneinfo = (mstudioboneinfo_t *)( (byte *)model_hdr + model_hdr->boneindex + model_hdr->numbones * sizeof( mstudiobone_t ) );
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for( i = 0; i < model_hdr->numbones; ++i, ++boneinfo )
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Matrix3x4_ConcatTransforms( worldtransform[i], bonetransform[i], boneinfo->poseToBone );
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}
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/*
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============
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RemoveBoneTransformMatrices
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============
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*/
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static void RemoveBoneTransformMatrices( matrix3x4 **matrix )
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{
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free( *matrix );
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}
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/*
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============
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ClipRotations
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============
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*/
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static void ClipRotations( vec3_t angle )
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{
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int i;
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for( i = 0; i < 3; i++ )
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{
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while( angle[i] >= M_PI_F )
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angle[i] -= M_PI2_F;
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while( angle[i] < -M_PI_F )
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angle[i] += M_PI2_F;
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}
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}
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/*
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============
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ProperBoneRotationZ
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============
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*/
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static void ProperBoneRotationZ( vec_t *motion, float angle )
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{
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float tmp, rot;
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rot = DEG2RAD( angle );
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tmp = motion[0];
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motion[0] = motion[1];
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motion[1] = -tmp;
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motion[5] += rot;
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}
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/*
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============
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CalcBonePosition
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============
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*/
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static void CalcBonePosition( mstudioanim_t *anim, mstudiobone_t *bone, vec_t *motion, int frame )
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{
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int i, j;
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float value;
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mstudioanimvalue_t *animvalue;
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for( i = 0; i < 6; i++ )
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{
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motion[i] = bone->value[i];
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if( !anim->offset[i] )
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continue;
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animvalue = (mstudioanimvalue_t *)( (byte *)anim + anim->offset[i] );
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j = frame;
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while( animvalue->num.total <= j )
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{
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j -= animvalue->num.total;
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animvalue += animvalue->num.valid + 1;
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}
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if( animvalue->num.valid > j )
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value = animvalue[j + 1].value;
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else
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value = animvalue[animvalue->num.valid].value;
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motion[i] += value * bone->scale[i];
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}
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}
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/*
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============
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WriteNodes
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============
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*/
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static void WriteNodes( FILE *fp )
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{
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int i;
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mstudiobone_t *bone = (mstudiobone_t *)( (byte *)model_hdr + model_hdr->boneindex );
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fputs( "nodes\n", fp );
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for( i = 0; i < model_hdr->numbones; ++i, ++bone )
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fprintf( fp, "%3i \"%s\" %i\n", i, bone->name, bone->parent );
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fputs( "end\n", fp );
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}
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/*
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============
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WriteSkeleton
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============
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*/
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static void WriteSkeleton( FILE *fp )
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{
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int i, j;
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mstudiobone_t *bone = (mstudiobone_t *)( (byte *)model_hdr + model_hdr->boneindex );
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fputs( "skeleton\n", fp );
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fputs( "time 0\n", fp );
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for( i = 0; i < model_hdr->numbones; ++i, ++bone )
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{
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fprintf( fp, "%3i", i );
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for( j = 0; j < 6; j++ )
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fprintf( fp, " %f", bone->value[j] );
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fputs( "\n", fp );
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}
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fputs( "end\n", fp );
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}
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/*
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============
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WriteTriangleInfo
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============
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*/
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static void WriteTriangleInfo( FILE *fp, mstudiomodel_t *model, mstudiotexture_t *texture, mstudiotrivert_t **triverts, qboolean isevenstrip )
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{
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int i, j, k, l, index;
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int vert_index;
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int norm_index;
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int bone_index;
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int valid_bones;
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float s, t, u, v;
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byte *vertbone;
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vec3_t *studioverts;
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vec3_t *studionorms;
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vec3_t vert, norm;
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float weights[MAXSTUDIOBONEWEIGHTS], oldweight, totalweight;
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matrix3x4 bonematrix[MAXSTUDIOBONEWEIGHTS], skinmatrix, *pskinmatrix;
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mstudioboneweight_t *studioboneweights;
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vertbone = ( (byte *)model_hdr + model->vertinfoindex );
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studioverts = (vec3_t *)( (byte *)model_hdr + model->vertindex );
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studionorms = (vec3_t *)( (byte *)model_hdr + model->normindex );
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studioboneweights = (mstudioboneweight_t *)( (byte *)model_hdr + model->blendvertinfoindex );
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s = 1.0f / texture->width;
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t = 1.0f / texture->height;
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fprintf( fp, "%s\n", texture->name );
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for( i = 0; i < 3; i++ )
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{
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index = isevenstrip ? ( i + 1 ) % 3 : i;
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vert_index = triverts[index]->vertindex;
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norm_index = triverts[index]->normindex;
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bone_index = vertbone[vert_index];
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if( model_hdr->flags & STUDIO_HAS_BONEWEIGHTS )
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{
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valid_bones = 0, totalweight = 0;
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memset( skinmatrix, 0, sizeof( matrix3x4 ) );
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for( j = 0; j < MAXSTUDIOBONEWEIGHTS; ++j )
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if( studioboneweights[vert_index].bone[j] != -1 )
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valid_bones++;
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for( j = 0; j < valid_bones; ++j )
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{
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Matrix3x4_Copy( bonematrix[j], worldtransform[studioboneweights[vert_index].bone[j]] );
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weights[j] = studioboneweights[vert_index].weight[j] / 255.0f;
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totalweight += weights[j];
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}
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oldweight = weights[0];
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if( totalweight < 1.0f )
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weights[0] += 1.0f - totalweight;
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for( j = 0; j < valid_bones; ++j )
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for( k = 0; k < 3; ++k )
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for( l = 0; l < 4; ++l )
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skinmatrix[k][l] += bonematrix[j][k][l] * weights[j];
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pskinmatrix = &skinmatrix;
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}
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else
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pskinmatrix = &bonetransform[bone_index];
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Matrix3x4_VectorTransform( *pskinmatrix, studioverts[vert_index], vert );
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Matrix3x4_VectorRotate( *pskinmatrix, studionorms[norm_index], norm );
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VectorNormalize( norm );
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if( texture->flags & STUDIO_NF_UV_COORDS )
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{
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u = HalfToFloat( triverts[index]->s );
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v = -HalfToFloat( triverts[index]->t );
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}
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else
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{
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u = ( triverts[index]->s + 1.0f ) * s;
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v = 1.0f - triverts[index]->t * t;
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}
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fprintf( fp, "%3i %f %f %f %f %f %f %f %f",
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bone_index,
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vert[0], vert[1], vert[2],
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norm[0], norm[1], norm[2],
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u, v );
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if( model_hdr->flags & STUDIO_HAS_BONEWEIGHTS )
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{
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fprintf( fp, " %d", valid_bones );
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weights[0] = oldweight;
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for( j = 0; j < valid_bones; ++j )
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fprintf( fp, " %d %f",
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studioboneweights[vert_index].bone[j],
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weights[j] );
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}
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fputs( "\n", fp );
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}
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}
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/*
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============
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WriteTriangles
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============
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*/
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static void WriteTriangles( FILE *fp, mstudiomodel_t *model )
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{
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int i, j, k;
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mstudiomesh_t *mesh = (mstudiomesh_t *)( (byte *)model_hdr + model->meshindex );
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mstudiotexture_t *texture;
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mstudiotrivert_t *triverts[3];
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short *tricmds;
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fputs( "triangles\n", fp );
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for( i = 0; i < model->nummesh; ++i, ++mesh )
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{
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tricmds = (short *)( (byte *)model_hdr + mesh->triindex );
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texture = (mstudiotexture_t *)( (byte *)texture_hdr + texture_hdr->textureindex ) + mesh->skinref;
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while( ( j = *( tricmds++ ) ) )
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{
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if( j >= 0 )
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{
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// triangle strip
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for( k = 0; j > 0; j--, k++, tricmds += 4 )
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{
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if( k == 0 )
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{
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triverts[0] = (mstudiotrivert_t *)tricmds;
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}
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else if( k == 1 )
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{
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triverts[2] = (mstudiotrivert_t *)tricmds;
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}
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else if( k == 2 )
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{
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triverts[1] = (mstudiotrivert_t *)tricmds;
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WriteTriangleInfo( fp, model, texture, triverts, true );
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}
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else if( k % 2 )
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{
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triverts[0] = triverts[2];
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triverts[2] = (mstudiotrivert_t *)tricmds;
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WriteTriangleInfo( fp, model, texture, triverts, false );
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}
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else
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{
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triverts[0] = triverts[1];
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triverts[1] = (mstudiotrivert_t *)tricmds;
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WriteTriangleInfo( fp, model, texture, triverts, true );
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}
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}
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}
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else
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{
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// triangle fan
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j = abs( j );
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for( k = 0; j > 0; j--, k++, tricmds += 4 )
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{
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if( k == 0 )
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{
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triverts[0] = (mstudiotrivert_t *)tricmds;
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}
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else if( k == 1 )
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{
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triverts[2] = (mstudiotrivert_t *)tricmds;
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}
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else if( k == 2 )
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{
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triverts[1] = (mstudiotrivert_t *)tricmds;
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WriteTriangleInfo( fp, model, texture, triverts, false );
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}
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else
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{
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triverts[2] = triverts[1];
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triverts[1] = (mstudiotrivert_t *)tricmds;
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WriteTriangleInfo( fp, model, texture, triverts, false );
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}
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}
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}
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}
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}
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fputs( "end\n", fp );
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}
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/*
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============
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WriteFrameInfo
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============
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*/
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static void WriteFrameInfo( FILE *fp, mstudioanim_t *anim, mstudioseqdesc_t *seqdesc, int frame )
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{
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int i, j;
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float scale;
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vec_t motion[6]; // x, y, z, xr, yr, zr
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mstudiobone_t *bone = (mstudiobone_t *)( (byte *)model_hdr + model_hdr->boneindex );
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fprintf( fp, "time %i\n", frame );
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for( i = 0; i < model_hdr->numbones; ++i, ++anim, ++bone )
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{
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CalcBonePosition( anim, bone, motion, frame );
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if( bone->parent == -1 )
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{
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if( seqdesc->numframes > 1 && frame > 0 )
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{
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scale = frame / (float)( seqdesc->numframes - 1 );
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VectorMA( motion, scale, seqdesc->linearmovement, motion );
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}
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ProperBoneRotationZ( motion, 270.0f );
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}
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ClipRotations( &motion[3] );
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fprintf( fp, "%3i ", i );
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for( j = 0; j < 6; j++ )
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fprintf( fp, " %f", motion[j] );
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fputs( "\n", fp );
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}
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}
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/*
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============
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WriteAnimations
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============
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*/
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static void WriteAnimations( FILE *fp, mstudioseqdesc_t *seqdesc, int blend )
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{
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int i;
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mstudioanim_t *anim;
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fputs( "skeleton\n", fp );
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anim = (mstudioanim_t *)( (byte *)anim_hdr[seqdesc->seqgroup] + seqdesc->animindex );
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anim += blend * model_hdr->numbones;
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for( i = 0; i < seqdesc->numframes; i++ )
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WriteFrameInfo( fp, anim, seqdesc, i );
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fputs( "end\n", fp );
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}
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/*
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============
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WriteReferences
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============
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*/
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static void WriteReferences( void )
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{
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int i, j;
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int len;
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FILE *fp;
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mstudiomodel_t *model;
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mstudiobodyparts_t *bodypart;
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char filename[MAX_SYSPATH];
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if( !CreateBoneTransformMatrices( &bonetransform ) )
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return;
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FillBoneTransformMatrices();
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if( model_hdr->flags & STUDIO_HAS_BONEINFO )
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{
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if( !CreateBoneTransformMatrices( &worldtransform ) )
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return;
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FillWorldTransformMatrices();
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}
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bodypart = (mstudiobodyparts_t *)( (byte *)model_hdr + model_hdr->bodypartindex );
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for( i = 0; i < model_hdr->numbodyparts; ++i, ++bodypart )
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{
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model = (mstudiomodel_t *)( (byte *)model_hdr + bodypart->modelindex );
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for( j = 0; j < bodypart->nummodels; ++j, ++model )
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{
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if( !Q_strncmp( model->name, "blank", 5 ) )
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continue;
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len = Q_snprintf( filename, MAX_SYSPATH, "%s%s.smd", destdir, model->name );
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if( len == -1 )
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{
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fprintf( stderr, "ERROR: Destination path is too long. Couldn't write %s.smd\n", model->name );
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goto _fail;
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}
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fp = fopen( filename, "w" );
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if( !fp )
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{
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fprintf( stderr, "ERROR: Couldn't write %s\n", filename );
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goto _fail;
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}
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fputs( "version 1\n", fp );
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WriteNodes( fp );
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WriteSkeleton( fp );
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WriteTriangles( fp, model );
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fclose( fp );
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printf( "Reference: %s\n", filename );
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}
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}
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_fail:
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RemoveBoneTransformMatrices( &bonetransform );
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if( model_hdr->flags & STUDIO_HAS_BONEINFO )
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RemoveBoneTransformMatrices( &worldtransform );
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}
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/*
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============
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WriteSequences
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============
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*/
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static void WriteSequences( void )
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{
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int i, j;
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int len, namelen, emptyplace;
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FILE *fp;
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char path[MAX_SYSPATH];
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mstudioseqdesc_t *seqdesc = (mstudioseqdesc_t *)( (byte *)model_hdr + model_hdr->seqindex );
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len = Q_snprintf( path, MAX_SYSPATH, "%s" DEFAULT_SEQUENCEPATH, destdir );
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if( len == -1 || !MakeDirectory( path ))
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{
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fputs( "ERROR: Destination path is too long or write permission denied. Couldn't create directory for sequences\n", stderr );
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return;
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}
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emptyplace = MAX_SYSPATH - len;
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for( i = 0; i < model_hdr->numseq; ++i, ++seqdesc )
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{
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for( j = 0; j < seqdesc->numblends; j++ )
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{
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if( seqdesc->numblends == 1 )
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namelen = Q_snprintf( &path[len], emptyplace, "%s.smd", seqdesc->label );
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else
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namelen = Q_snprintf( &path[len], emptyplace, "%s_blend%02i.smd", seqdesc->label, j + 1 );
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if( namelen == -1 )
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{
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fprintf( stderr, "ERROR: Destination path is too long. Couldn't write %s.smd\n", seqdesc->label );
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return;
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}
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fp = fopen( path, "w" );
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if( !fp )
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{
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fprintf( stderr, "ERROR: Couldn't write %s\n", path );
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return;
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}
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fputs( "version 1\n", fp );
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WriteNodes( fp );
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WriteAnimations( fp, seqdesc, j );
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fclose( fp );
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printf( "Sequence: %s\n", path );
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}
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}
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}
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void WriteSMD( void )
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{
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WriteReferences();
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WriteSequences();
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}
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