Xash3D FWGS engine.
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/*
smd.c - Studio Model Data format writer
Copyright (C) 2020 Andrey Akhmichin
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
*/
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include "const.h"
#include "com_model.h"
#include "xash3d_mathlib.h"
#include "crtlib.h"
#include "studio.h"
#include "mdldec.h"
#include "smd.h"
static matrix3x4 *bonetransform;
/*
============
CreateBoneTransformMatrices
============
*/
static qboolean CreateBoneTransformMatrices( void )
{
bonetransform = calloc( model_hdr->numbones, sizeof( matrix3x4 ) );
if( !bonetransform )
{
fputs( "ERROR: Couldn't allocate memory for bone transformation matrices!\n", stderr );
return false;
}
return true;
}
/*
============
FillBoneTransformMatrices
============
*/
static void FillBoneTransformMatrices( void )
{
int i;
mstudiobone_t *bone;
matrix3x4 bonematrix;
vec4_t q;
for( i = 0; i < model_hdr->numbones; i++ )
{
bone = (mstudiobone_t *)( (byte *)model_hdr + model_hdr->boneindex ) + i;
AngleQuaternion( &bone->value[3], q, true );
Matrix3x4_FromOriginQuat( bonematrix, q, bone->value );
if( bone->parent == -1 )
{
Matrix3x4_Copy( bonetransform[i], bonematrix );
continue;
}
Matrix3x4_ConcatTransforms( bonetransform[i], bonetransform[bone->parent], bonematrix );
}
}
/*
============
RemoveBoneTransformMatrices
============
*/
static void RemoveBoneTransformMatrices( void )
{
free( bonetransform );
}
/*
============
ClipRotations
============
*/
static void ClipRotations( vec3_t angle )
{
int i;
for( i = 0; i < 3; i++ )
{
while( angle[i] >= M_PI_F )
angle[i] -= M_PI2_F;
while( angle[i] < -M_PI_F )
angle[i] += M_PI2_F;
}
}
/*
============
ProperBoneRotationZ
============
*/
static void ProperBoneRotationZ( vec_t *motion, float angle )
{
float c, s, x, y;
float rot;
rot = DEG2RAD( angle );
s = sin( rot );
c = cos( rot );
x = motion[0];
y = motion[1];
motion[0] = c * x - s * y;
motion[1] = s * x + c * y;
motion[5] += rot;
}
/*
============
CalcBonePosition
============
*/
static void CalcBonePosition( mstudioanim_t *anim, mstudiobone_t *bone, vec_t *motion, int frame )
{
int i, j;
float value;
mstudioanimvalue_t *animvalue;
for( i = 0; i < 6; i++ )
{
motion[i] = bone->value[i];
if( !anim->offset[i] )
continue;
animvalue = (mstudioanimvalue_t *)( (byte *)anim + anim->offset[i] );
j = frame;
while( animvalue->num.total <= j )
{
j -= animvalue->num.total;
animvalue += animvalue->num.valid + 1;
}
if( animvalue->num.valid > j )
value = animvalue[j + 1].value;
else
value = animvalue[animvalue->num.valid].value;
motion[i] += value * bone->scale[i];
}
}
/*
============
WriteNodes
============
*/
static void WriteNodes( FILE *fp )
{
int i;
mstudiobone_t *bone;
fputs( "nodes\n", fp );
for( i = 0; i < model_hdr->numbones; i++ )
{
bone = (mstudiobone_t *)( (byte *)model_hdr + model_hdr->boneindex ) + i;
fprintf( fp, "%3i \"%s\" %i\n", i, bone->name, bone->parent );
}
fputs( "end\n", fp );
}
/*
============
WriteSkeleton
============
*/
static void WriteSkeleton( FILE *fp )
{
int i, j;
mstudiobone_t *bone;
fputs( "skeleton\n", fp );
fputs( "time 0\n", fp );
for( i = 0; i < model_hdr->numbones; i++ )
{
bone = (mstudiobone_t *)( (byte *)model_hdr + model_hdr->boneindex ) + i;
fprintf( fp, "%3i", i );
for( j = 0; j < 6; j++ )
fprintf( fp, " %f", bone->value[j] );
fputs( "\n", fp );
}
fputs( "end\n", fp );
}
/*
============
WriteTriangleInfo
============
*/
static void WriteTriangleInfo( FILE *fp, mstudiomodel_t *model, mstudiotexture_t *texture, mstudiotrivert_t **triverts, qboolean isevenstrip )
{
int i, indices[3];
int vert_index;
int norm_index;
int bone_index;
float s, t, u, v;
byte *vertbone;
vec3_t *studioverts;
vec3_t *studionorms;
vec3_t vert, norm;
if( isevenstrip )
{
indices[0] = 1;
indices[1] = 2;
indices[2] = 0;
}
else
{
indices[0] = 0;
indices[1] = 1;
indices[2] = 2;
}
vertbone = ( (byte *)model_hdr + model->vertinfoindex );
studioverts = (vec3_t *)( (byte *)model_hdr + model->vertindex );
studionorms = (vec3_t *)( (byte *)model_hdr + model->normindex );
s = 1.0f / texture->width;
t = 1.0f / texture->height;
fprintf( fp, "%s\n", texture->name );
for( i = 0; i < 3; i++ )
{
vert_index = triverts[indices[i]]->vertindex;
norm_index = triverts[indices[i]]->normindex;
bone_index = vertbone[vert_index];
Matrix3x4_VectorTransform( bonetransform[bone_index], studioverts[vert_index], vert );
Matrix3x4_VectorRotate( bonetransform[bone_index], studionorms[norm_index], norm );
VectorNormalize( norm );
if( texture->flags & STUDIO_NF_UV_COORDS )
{
u = HalfToFloat( triverts[indices[i]]->s );
v = -HalfToFloat( triverts[indices[i]]->t );
}
else
{
u = ( triverts[indices[i]]->s + 1.0f ) * s;
v = 1.0f - triverts[indices[i]]->t * t;
}
fprintf( fp, "%3i %f %f %f %f %f %f %f %f\n",
bone_index,
vert[0], vert[1], vert[2],
norm[0], norm[1], norm[2],
u, v );
}
}
/*
============
WriteTriangles
============
*/
static void WriteTriangles( FILE *fp, mstudiomodel_t *model )
{
int i, j, k;
mstudiomesh_t *mesh;
mstudiotexture_t *texture;
mstudiotrivert_t *triverts[3];
short *tricmds;
fputs( "triangles\n", fp );
for( i = 0; i < model->nummesh; i++ )
{
mesh = (mstudiomesh_t *)( (byte *)model_hdr + model->meshindex ) + i;
tricmds = (short *)( (byte *)model_hdr + mesh->triindex );
texture = (mstudiotexture_t *)( (byte *)texture_hdr + texture_hdr->textureindex ) + mesh->skinref;
while( ( j = *( tricmds++ ) ) )
{
if( j >= 0 )
{
// triangle strip
for( k = 0; j > 0; j--, k++, tricmds += 4 )
{
if( k == 0 )
{
triverts[0] = (mstudiotrivert_t *)tricmds;
}
else if( k == 1 )
{
triverts[2] = (mstudiotrivert_t *)tricmds;
}
else if( k == 2 )
{
triverts[1] = (mstudiotrivert_t *)tricmds;
WriteTriangleInfo( fp, model, texture, triverts, true );
}
else if( k % 2 )
{
triverts[0] = triverts[2];
triverts[2] = (mstudiotrivert_t *)tricmds;
WriteTriangleInfo( fp, model, texture, triverts, false );
}
else
{
triverts[0] = triverts[1];
triverts[1] = (mstudiotrivert_t *)tricmds;
WriteTriangleInfo( fp, model, texture, triverts, true );
}
}
}
else
{
// triangle fan
j = abs( j );
for( k = 0; j > 0; j--, k++, tricmds += 4 )
{
if( k == 0 )
{
triverts[0] = (mstudiotrivert_t *)tricmds;
}
else if( k == 1 )
{
triverts[2] = (mstudiotrivert_t *)tricmds;
}
else if( k == 2 )
{
triverts[1] = (mstudiotrivert_t *)tricmds;
WriteTriangleInfo( fp, model, texture, triverts, false );
}
else
{
triverts[2] = triverts[1];
triverts[1] = (mstudiotrivert_t *)tricmds;
WriteTriangleInfo( fp, model, texture, triverts, false );
}
}
}
}
}
fputs( "end\n", fp );
}
/*
============
WriteFrameInfo
============
*/
static void WriteFrameInfo( FILE *fp, mstudioanim_t *anim, mstudioseqdesc_t *seqdesc, int frame )
{
int i, j;
float scale;
vec_t motion[6]; // x, y, z, xr, yr, zr
mstudiobone_t *bone;
fprintf( fp, "time %i\n", frame );
for( i = 0; i < model_hdr->numbones; i++, anim++ )
{
bone = (mstudiobone_t *)( (byte *)model_hdr + model_hdr->boneindex ) + i;
CalcBonePosition( anim, bone, motion, frame );
if( bone->parent == -1 )
{
scale = frame / (float)( seqdesc->numframes - 1 );
for( j = 0; j < 3; j++ )
motion[j] += scale * seqdesc->linearmovement[j];
ProperBoneRotationZ( motion, 270.0f );
}
ClipRotations( &motion[3] );
fprintf( fp, "%3i ", i );
for( j = 0; j < 6; j++ )
fprintf( fp, " %f", motion[j] );
fputs( "\n", fp );
}
}
/*
============
WriteAnimations
============
*/
static void WriteAnimations( FILE *fp, mstudioseqdesc_t *seqdesc, int blend )
{
int i;
mstudioanim_t *anim;
fputs( "skeleton\n", fp );
anim = (mstudioanim_t *)( (byte *)anim_hdr[seqdesc->seqgroup] + seqdesc->animindex );
anim += blend * model_hdr->numbones;
for( i = 0; i < seqdesc->numframes; i++ )
WriteFrameInfo( fp, anim, seqdesc, i );
fputs( "end\n", fp );
}
/*
============
WriteReferences
============
*/
static void WriteReferences( void )
{
int i, j;
int len;
FILE *fp;
mstudiomodel_t *model;
mstudiobodyparts_t *bodypart;
char name[64];
char filename[MAX_SYSPATH];
if( !CreateBoneTransformMatrices() )
return;
FillBoneTransformMatrices();
for( i = 0; i < model_hdr->numbodyparts; i++ )
{
bodypart = (mstudiobodyparts_t *)( (byte *)model_hdr + model_hdr->bodypartindex ) + i;
for( j = 0; j < bodypart->nummodels; j++ )
{
model = (mstudiomodel_t *)( (byte *)model_hdr + bodypart->modelindex ) + j;
if( !Q_strncmp( model->name, "blank", 5 ) )
continue;
COM_FileBase( model->name, name, sizeof( name ));
len = Q_snprintf( filename, MAX_SYSPATH, "%s%s.smd", destdir, name );
if( len == -1 )
{
fprintf( stderr, "ERROR: Destination path is too long. Can't write %s.smd\n", name );
RemoveBoneTransformMatrices();
return;
}
fp = fopen( filename, "w" );
if( !fp )
{
fprintf( stderr, "ERROR: Can't write %s\n", filename );
RemoveBoneTransformMatrices();
return;
}
fputs( "version 1\n", fp );
WriteNodes( fp );
WriteSkeleton( fp );
WriteTriangles( fp, model );
fclose( fp );
printf( "Reference: %s\n", filename );
}
}
RemoveBoneTransformMatrices();
}
/*
============
WriteSequences
============
*/
static void WriteSequences( void )
{
int i, j;
int len;
FILE *fp;
char filename[MAX_SYSPATH];
mstudioseqdesc_t *seqdesc;
for( i = 0; i < model_hdr->numseq; i++ )
{
seqdesc = (mstudioseqdesc_t *)( (byte *)model_hdr + model_hdr->seqindex ) + i;
for( j = 0; j < seqdesc->numblends; j++ )
{
if( seqdesc->numblends == 1 )
len = Q_snprintf( filename, MAX_SYSPATH, "%s%s.smd", destdir, seqdesc->label );
else
len = Q_snprintf( filename, MAX_SYSPATH, "%s%s_blend%02i.smd", destdir, seqdesc->label, j + 1 );
if( len == -1 )
{
fprintf( stderr, "ERROR: Destination path is too long. Can't write %s.smd\n", seqdesc->label );
return;
}
fp = fopen( filename, "w" );
if( !fp )
{
fprintf( stderr, "ERROR: Can't write %s\n", filename );
return;
}
fputs( "version 1\n", fp );
WriteNodes( fp );
WriteAnimations( fp, seqdesc, j );
fclose( fp );
printf( "Sequence: %s\n", filename );
}
}
}
void WriteSMD( void )
{
WriteReferences();
WriteSequences();
}