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1213 lines
40 KiB
1213 lines
40 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: Loads mesh data from dmx files |
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// |
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// $NoKeywords: $ |
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// |
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//===========================================================================// |
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#include "studiomdl.h" |
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#include "movieobjects/dmemodel.h" |
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#include "movieobjects/dmemesh.h" |
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#include "movieobjects/dmefaceset.h" |
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#include "movieobjects/dmematerial.h" |
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#include "movieobjects/dmeclip.h" |
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#include "movieobjects/dmechannel.h" |
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#include "movieobjects/dmeattachment.h" |
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#include "movieobjects/dmeanimationlist.h" |
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#include "movieobjects/dmecombinationoperator.h" |
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void UnifyIndices( s_source_t *psource ); |
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//----------------------------------------------------------------------------- |
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// Mapping of bone transforms |
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//----------------------------------------------------------------------------- |
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struct BoneTransformMap_t |
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{ |
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// Number of bones |
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int m_nBoneCount; |
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// The order in which transforms appear in this list specifies their bone indices |
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CDmeTransform *m_ppTransforms[MAXSTUDIOSRCBONES]; |
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// BoneRemap[bone index in file] == bone index in studiomdl |
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int m_pBoneRemap[MAXSTUDIOSRCBONES]; |
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}; |
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//----------------------------------------------------------------------------- |
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// Index into an s_node_t array for the default root node |
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//----------------------------------------------------------------------------- |
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static int s_nDefaultRootNode; |
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//----------------------------------------------------------------------------- |
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// Balance/speed data |
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//----------------------------------------------------------------------------- |
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static CUtlVector<float> s_Balance; |
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static CUtlVector<float> s_Speed; |
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//----------------------------------------------------------------------------- |
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// List of unique vertices |
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//----------------------------------------------------------------------------- |
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struct VertIndices_t |
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{ |
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int v; |
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int n; |
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int t; |
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int balance; |
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int speed; |
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}; |
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static CUtlVector< VertIndices_t > s_UniqueVertices; // A list of the unique vertices in the mesh |
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// Given the non-unique vertex index, return the unique vertex index |
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// The indices are absolute indices into s_UniqueVertices |
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// But as both arrays contain information for all meshes in the DMX |
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// The proper offset for the desired mesh must be added to the lookup |
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// into the map but the value returned has the offset already built in |
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static CUtlVector< int > s_UniqueVerticesMap; |
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//----------------------------------------------------------------------------- |
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// Delta state intermediate data [used for positions, normals, etc.] |
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//----------------------------------------------------------------------------- |
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struct DeltaIndex_t |
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{ |
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DeltaIndex_t() : m_nPositionIndex(-1), m_nNormalIndex(-1), m_nNextDelta(-1), m_nWrinkleIndex(-1), m_bInList(false) {} |
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int m_nPositionIndex; // Index into DeltaState_t::m_PositionDeltas |
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int m_nNormalIndex; // Index into DeltaState_t::m_NormalDeltas |
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int m_nWrinkleIndex; // Index into DeltaState_t::m_WrinkleDeltas |
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int m_nNextDelta; // Index into DeltaState_t::m_DeltaIndices; |
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bool m_bInList; |
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}; |
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struct DeltaState_t |
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{ |
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DeltaState_t() : m_nDeltaCount( 0 ), m_nFirstDelta( -1 ) {} |
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CUtlString m_Name; |
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CUtlVector< Vector > m_PositionDeltas; |
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CUtlVector< Vector > m_NormalDeltas; |
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CUtlVector< float > m_WrinkleDeltas; |
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CUtlVector< DeltaIndex_t > m_DeltaIndices; |
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int m_nDeltaCount; |
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int m_nFirstDelta; |
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}; |
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// NOTE: This is a temporary which loses its state once Load_DMX is exited. |
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static CUtlVector<DeltaState_t> s_DeltaStates; |
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//----------------------------------------------------------------------------- |
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// Finds or adds delta states. These pointers are invalidated by calling FindOrAddDeltaState again |
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//----------------------------------------------------------------------------- |
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static DeltaState_t* FindOrAddDeltaState( const char *pDeltaStateName, int nBaseStateVertexCount ) |
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{ |
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int nCount = s_DeltaStates.Count(); |
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for ( int i = 0; i < nCount; ++i ) |
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{ |
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if ( !Q_stricmp( s_DeltaStates[i].m_Name, pDeltaStateName ) ) |
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{ |
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MdlWarning( "Unsupported duplicate delta state named \"%s\" in DMX file\n", pDeltaStateName ); |
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s_DeltaStates[i].m_DeltaIndices.EnsureCount( nBaseStateVertexCount ); |
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return &s_DeltaStates[i]; |
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} |
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} |
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int j = s_DeltaStates.AddToTail(); |
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s_DeltaStates[j].m_Name = pDeltaStateName; |
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s_DeltaStates[j].m_DeltaIndices.SetCount( nBaseStateVertexCount ); |
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return &s_DeltaStates[j]; |
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} |
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//----------------------------------------------------------------------------- |
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// Loads the vertices from the model |
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//----------------------------------------------------------------------------- |
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static bool DefineUniqueVertices( CDmeVertexData *pBindState, int nStartingUniqueCount ) |
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{ |
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const CUtlVector<int> &positionIndices = pBindState->GetVertexIndexData( CDmeVertexData::FIELD_POSITION ); |
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const CUtlVector<int> &normalIndices = pBindState->GetVertexIndexData( CDmeVertexData::FIELD_NORMAL ); |
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const CUtlVector<int> &texcoordIndices = pBindState->GetVertexIndexData( CDmeVertexData::FIELD_TEXCOORD ); |
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const CUtlVector<int> &balanceIndices = pBindState->GetVertexIndexData( CDmeVertexData::FIELD_BALANCE ); |
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const CUtlVector<int> &speedIndices = pBindState->GetVertexIndexData( CDmeVertexData::FIELD_MORPH_SPEED ); |
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int nPositionCount = positionIndices.Count(); |
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int nNormalCount = normalIndices.Count(); |
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int nTexcoordCount = texcoordIndices.Count(); |
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int nBalanceCount = balanceIndices.Count(); |
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int nSpeedCount = speedIndices.Count(); |
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if ( nNormalCount && nPositionCount != nNormalCount ) |
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{ |
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MdlError( "Encountered a mesh with invalid geometry (different number of indices for various data fields)\n" ); |
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return false; |
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} |
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if ( nTexcoordCount && nPositionCount != nTexcoordCount ) |
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{ |
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MdlError( "Encountered a mesh with invalid geometry (different number of indices for various data fields)\n" ); |
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return false; |
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} |
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if ( nBalanceCount && nPositionCount != nBalanceCount ) |
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{ |
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MdlError( "Encountered a mesh with invalid geometry (different number of indices for various data fields)\n" ); |
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return false; |
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} |
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if ( nSpeedCount && nPositionCount != nSpeedCount ) |
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{ |
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MdlError( "Encountered a mesh with invalid geometry (different number of indices for various data fields)\n" ); |
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return false; |
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} |
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// Only add unique vertices to the list as in UnifyIndices |
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for ( int i = 0; i < nPositionCount; ++i ) |
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{ |
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VertIndices_t vert; |
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vert.v = g_numverts + positionIndices[i]; |
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vert.n = ( nNormalCount > 0 ) ? g_numnormals + normalIndices[i] : -1; |
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vert.t = ( nTexcoordCount > 0 ) ? g_numtexcoords + texcoordIndices[i] : -1; |
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vert.balance = s_Balance.Count() + ( ( nBalanceCount > 0 ) ? balanceIndices[i] : 0 ); |
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vert.speed = s_Speed.Count() + ( ( nSpeedCount > 0 ) ? speedIndices[i] : 0 ); |
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bool unique( true ); |
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for ( int j = nStartingUniqueCount; j < s_UniqueVertices.Count(); ++j ) |
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{ |
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const VertIndices_t &tmpVert( s_UniqueVertices[j] ); |
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if ( vert.v != tmpVert.v ) |
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continue; |
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if ( vert.n != tmpVert.n ) |
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continue; |
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if ( vert.t != tmpVert.t ) |
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continue; |
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unique = false; |
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s_UniqueVerticesMap.AddToTail( j ); |
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break; |
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} |
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if ( !unique ) |
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continue; |
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int k = s_UniqueVertices.AddToTail(); |
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s_UniqueVertices[k] = vert; |
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s_UniqueVerticesMap.AddToTail( k ); |
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} |
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return true; |
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} |
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//----------------------------------------------------------------------------- |
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// Loads the vertices from the model |
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//----------------------------------------------------------------------------- |
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static bool LoadVertices( CDmeVertexData *pBindState, const matrix3x4_t& mat, float flScale, int nBoneAssign, int *pBoneRemap, int nStartingUniqueCount ) |
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{ |
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if ( nBoneAssign < 0 ) |
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{ |
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nBoneAssign = s_nDefaultRootNode; |
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} |
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// Used by the morphing system to set up delta states |
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DefineUniqueVertices( pBindState, nStartingUniqueCount ); |
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matrix3x4_t normalMat; |
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MatrixInverseTranspose( mat, normalMat ); |
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const CUtlVector<Vector> &positions = pBindState->GetPositionData( ); |
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const CUtlVector<Vector> &normals = pBindState->GetNormalData( ); |
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const CUtlVector<Vector2D> &texcoords = pBindState->GetTextureCoordData( ); |
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const CUtlVector<float> &balances = pBindState->GetBalanceData( ); |
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const CUtlVector<float> &speeds = pBindState->GetMorphSpeedData( ); |
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int nCount = positions.Count(); |
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int nJointCount = pBindState->HasSkinningData() ? pBindState->JointCount() : 0; |
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if ( nJointCount > MAXSTUDIOBONEWEIGHTS ) |
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{ |
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MdlError( "Too many bone influences per vertex!\n" ); |
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return false; |
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} |
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// Copy positions + bone info |
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for ( int i = 0; i < nCount; ++i ) |
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{ |
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// NOTE: The transform transforms the positions into the bind space |
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VectorTransform( positions[i], mat, g_vertex[g_numverts] ); |
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g_vertex[g_numverts] *= flScale; |
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if ( nJointCount == 0 ) |
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{ |
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g_bone[g_numverts].numbones = 1; |
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g_bone[g_numverts].bone[0] = pBoneRemap[ nBoneAssign ]; |
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g_bone[g_numverts].weight[0] = 1.0; |
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} |
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else |
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{ |
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const float *pJointWeights = pBindState->GetJointWeightData( i ); |
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const int *pJointIndices = pBindState->GetJointIndexData( i ); |
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float *pWeightBuf = (float*)_alloca( nJointCount * sizeof(float) ); |
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int *pIndexBuf = (int*)_alloca( nJointCount * sizeof(int) ); |
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memcpy( pWeightBuf, pJointWeights, nJointCount * sizeof(float) ); |
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memcpy( pIndexBuf, pJointIndices, nJointCount * sizeof(int) ); |
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int nBoneCount = SortAndBalanceBones( nJointCount, MAXSTUDIOBONEWEIGHTS, pIndexBuf, pWeightBuf ); |
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g_bone[g_numverts].numbones = nBoneCount; |
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for ( int j = 0; j < nBoneCount; ++j ) |
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{ |
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g_bone[g_numverts].bone[j] = pBoneRemap[ pIndexBuf[j] ]; |
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g_bone[g_numverts].weight[j] = pWeightBuf[j]; |
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} |
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} |
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++g_numverts; |
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} |
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// Copy normals |
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nCount = normals.Count(); |
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if ( nCount + g_numnormals > MAXSTUDIOVERTS ) |
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{ |
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MdlError( "Too many normals in model!\n" ); |
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return false; |
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} |
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for ( int i = 0; i < nCount; ++i ) |
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{ |
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VectorRotate( normals[i], normalMat, g_normal[g_numnormals] ); |
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VectorNormalize( g_normal[g_numnormals] ); |
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++g_numnormals; |
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} |
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// Copy texcoords |
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nCount = texcoords.Count(); |
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if ( nCount + g_numtexcoords > MAXSTUDIOVERTS ) |
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{ |
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MdlError( "Too many texture coordinates in model!\n" ); |
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return false; |
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} |
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bool bFlipVCoordinate = pBindState->IsVCoordinateFlipped(); |
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for ( int i = 0; i < nCount; ++i ) |
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{ |
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g_texcoord[g_numtexcoords].x = texcoords[i].x; |
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g_texcoord[g_numtexcoords].y = bFlipVCoordinate ? 1.0f - texcoords[i].y : texcoords[i].y; |
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++g_numtexcoords; |
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} |
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// In the event of no speed or balance map, use the same value of 1 for all vertices |
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if ( balances.Count() ) |
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{ |
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s_Balance.AddMultipleToTail( balances.Count(), balances.Base() ); |
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} |
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else |
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{ |
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s_Balance.AddToTail( 1.0f ); |
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} |
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if ( speeds.Count() ) |
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{ |
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s_Speed.AddMultipleToTail( speeds.Count(), speeds.Base() ); |
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} |
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else |
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{ |
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s_Speed.AddToTail( 1.0f ); |
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} |
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return true; |
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} |
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//----------------------------------------------------------------------------- |
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// Hook delta into delta list |
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//----------------------------------------------------------------------------- |
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static void AddToDeltaList( DeltaState_t *pDeltaStateData, int nUniqueVertex ) |
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{ |
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DeltaIndex_t &index = pDeltaStateData->m_DeltaIndices[ nUniqueVertex ]; |
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if ( !index.m_bInList ) |
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{ |
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index.m_nNextDelta = pDeltaStateData->m_nFirstDelta; |
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pDeltaStateData->m_nFirstDelta = nUniqueVertex; |
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pDeltaStateData->m_nDeltaCount++; |
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index.m_bInList = true; |
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} |
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} |
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//----------------------------------------------------------------------------- |
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// Loads the vertices from the delta state |
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//----------------------------------------------------------------------------- |
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static bool LoadDeltaState( |
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CDmeVertexDeltaData *pDeltaState, |
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CDmeVertexData *pBindState, |
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const matrix3x4_t& mat, |
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float flScale, |
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int nStartingUniqueVertex, |
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int nStartingUniqueVertexMap ) |
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{ |
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DeltaState_t *pDeltaStateData = FindOrAddDeltaState( pDeltaState->GetName(), nStartingUniqueVertex + pBindState->VertexCount() ); |
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matrix3x4_t normalMat; |
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MatrixInverseTranspose( mat, normalMat ); |
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const CUtlVector<Vector> &positions = pDeltaState->GetPositionData( ); |
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const CUtlVector<int> &positionIndices = pDeltaState->GetVertexIndexData( CDmeVertexDataBase::FIELD_POSITION ); |
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const CUtlVector<Vector> &normals = pDeltaState->GetNormalData( ); |
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const CUtlVector<int> &normalIndices = pDeltaState->GetVertexIndexData( CDmeVertexDataBase::FIELD_NORMAL ); |
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const CUtlVector<float> &wrinkle = pDeltaState->GetWrinkleData( ); |
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const CUtlVector<int> &wrinkleIndices = pDeltaState->GetVertexIndexData( CDmeVertexDataBase::FIELD_WRINKLE ); |
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if ( positions.Count() != positionIndices.Count() ) |
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{ |
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MdlError( "DeltaState %s contains a different number of positions + position indices!\n", pDeltaState->GetName() ); |
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return false; |
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} |
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if ( normals.Count() != normalIndices.Count() ) |
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{ |
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MdlError( "DeltaState %s contains a different number of normals + normal indices!\n", pDeltaState->GetName() ); |
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return false; |
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} |
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if ( wrinkle.Count() != wrinkleIndices.Count() ) |
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{ |
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MdlError( "DeltaState %s contains a different number of wrinkles + wrinkle indices!\n", pDeltaState->GetName() ); |
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return false; |
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} |
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// Copy position delta |
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int nCount = positions.Count(); |
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for ( int i = 0; i < nCount; ++i ) |
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{ |
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Vector vecDelta; |
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// NOTE NOTE!!: This is VectorRotate, *not* VectorTransform. This is because |
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// we're transforming a delta, which is basically a direction vector. To |
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// move it into the new space, we must rotate it |
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VectorRotate( positions[i], mat, vecDelta ); |
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vecDelta *= flScale; |
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int nPositionIndex = pDeltaStateData->m_PositionDeltas.AddToTail( vecDelta ); |
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// Indices |
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const CUtlVector< int > &baseVerts = pBindState->FindVertexIndicesFromDataIndex( CDmeVertexData::FIELD_POSITION, positionIndices[i] ); |
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int nBaseVertCount = baseVerts.Count(); |
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for ( int k = 0; k < nBaseVertCount; ++k ) |
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{ |
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int nUniqueVertexIndex = s_UniqueVerticesMap[ nStartingUniqueVertexMap + baseVerts[k] ]; |
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AddToDeltaList( pDeltaStateData, nUniqueVertexIndex ); |
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DeltaIndex_t &index = pDeltaStateData->m_DeltaIndices[ nUniqueVertexIndex ]; |
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index.m_nPositionIndex = nPositionIndex; |
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} |
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} |
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// Copy normals |
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nCount = normals.Count(); |
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for ( int i = 0; i < nCount; ++i ) |
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{ |
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Vector vecDelta; |
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VectorRotate( normals[i], normalMat, vecDelta ); |
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int nNormalIndex = pDeltaStateData->m_NormalDeltas.AddToTail( vecDelta ); |
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// Indices |
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const CUtlVector< int > &baseVerts = pBindState->FindVertexIndicesFromDataIndex( CDmeVertexData::FIELD_NORMAL, normalIndices[i] ); |
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int nBaseVertCount = baseVerts.Count(); |
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for ( int k = 0; k < nBaseVertCount; ++k ) |
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{ |
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int nUniqueVertexIndex = s_UniqueVerticesMap[ nStartingUniqueVertexMap + baseVerts[k] ]; |
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AddToDeltaList( pDeltaStateData, nUniqueVertexIndex ); |
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DeltaIndex_t &index = pDeltaStateData->m_DeltaIndices[ nUniqueVertexIndex ]; |
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index.m_nNormalIndex = nNormalIndex; |
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} |
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} |
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// Copy wrinkle |
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nCount = wrinkle.Count(); |
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for ( int i = 0; i < nCount; ++i ) |
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{ |
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int nWrinkleIndex = pDeltaStateData->m_WrinkleDeltas.AddToTail( wrinkle[i] ); |
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// Indices |
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const CUtlVector< int > &baseVerts = pBindState->FindVertexIndicesFromDataIndex( CDmeVertexData::FIELD_WRINKLE, wrinkleIndices[i] ); |
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int nBaseVertCount = baseVerts.Count(); |
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for ( int k = 0; k < nBaseVertCount; ++k ) |
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{ |
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int nUniqueVertexIndex = s_UniqueVerticesMap[ nStartingUniqueVertexMap + baseVerts[k] ]; |
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AddToDeltaList( pDeltaStateData, nUniqueVertexIndex ); |
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DeltaIndex_t &index = pDeltaStateData->m_DeltaIndices[ nUniqueVertexIndex ]; |
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index.m_nWrinkleIndex = nWrinkleIndex; |
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} |
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} |
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return true; |
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} |
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//----------------------------------------------------------------------------- |
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// Reads the face data from the DMX data |
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//----------------------------------------------------------------------------- |
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static void ParseFaceData( CDmeVertexData *pVertexData, int material, int v1, int v2, int v3, int vi, int ni, int ti ) |
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{ |
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s_tmpface_t f; |
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f.material = material; |
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int p, n, t; |
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p = pVertexData->GetPositionIndex(v1); n = pVertexData->GetNormalIndex(v1); t = pVertexData->GetTexCoordIndex(v1); |
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f.a = ( p >= 0 ) ? vi + p : 0; f.na = ( n >= 0 ) ? ni + n : 0; f.ta = ( t >= 0 ) ? ti + t : 0; |
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p = pVertexData->GetPositionIndex(v2); n = pVertexData->GetNormalIndex(v2); t = pVertexData->GetTexCoordIndex(v2); |
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f.b = ( p >= 0 ) ? vi + p : 0; f.nb = ( n >= 0 ) ? ni + n : 0; f.tb = ( t >= 0 ) ? ti + t : 0; |
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p = pVertexData->GetPositionIndex(v3); n = pVertexData->GetNormalIndex(v3); t = pVertexData->GetTexCoordIndex(v3); |
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f.c = ( p >= 0 ) ? vi + p : 0; f.nc = ( n >= 0 ) ? ni + n : 0; f.tc = ( t >= 0 ) ? ti + t : 0; |
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Assert( f.a <= (unsigned long)g_numverts && f.b <= (unsigned long)g_numverts && f.c <= (unsigned long)g_numverts ); |
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Assert( f.na <= (unsigned long)g_numnormals && f.nb <= (unsigned long)g_numnormals && f.nc <= (unsigned long)g_numnormals ); |
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Assert( f.ta <= (unsigned long)g_numtexcoords && f.tb <= (unsigned long)g_numtexcoords && f.tc <= (unsigned long)g_numtexcoords ); |
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Assert( g_numfaces < MAXSTUDIOTRIANGLES-1 ); |
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if ( g_numfaces >= MAXSTUDIOTRIANGLES-1 ) |
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return; |
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int i = g_numfaces++; |
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g_face[i] = f; |
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} |
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//----------------------------------------------------------------------------- |
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// Reads the mesh data from the DMX data |
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//----------------------------------------------------------------------------- |
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static bool LoadMesh( CDmeMesh *pMesh, CDmeVertexData *pBindState, const matrix3x4_t& mat, float flScale, |
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int nBoneAssign, int *pBoneRemap, s_source_t *pSource ) |
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{ |
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pMesh->CollapseRedundantNormals( normal_blend ); |
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// Load the vertices |
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int nStartingVertex = g_numverts; |
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int nStartingNormal = g_numnormals; |
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int nStartingTexCoord = g_numtexcoords; |
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int nStartingUniqueCount = s_UniqueVertices.Count(); |
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int nStartingUniqueMapCount = s_UniqueVerticesMap.Count(); |
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// This defines s_UniqueVertices & s_UniqueVerticesMap |
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LoadVertices( pBindState, mat, flScale, nBoneAssign, pBoneRemap, nStartingUniqueCount ); |
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// Load the deltas |
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int nDeltaStateCount = pMesh->DeltaStateCount(); |
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for ( int i = 0; i < nDeltaStateCount; ++i ) |
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{ |
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CDmeVertexDeltaData *pDeltaState = pMesh->GetDeltaState( i ); |
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if ( !LoadDeltaState( pDeltaState, pBindState, mat, flScale, nStartingUniqueCount, nStartingUniqueMapCount ) ) |
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return false; |
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} |
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// load the base triangles |
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int texture; |
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int material; |
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char pTextureName[MAX_PATH]; |
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int nFaceSetCount = pMesh->FaceSetCount(); |
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for ( int i = 0; i < nFaceSetCount; ++i ) |
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{ |
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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; |
|
} |
|
} |
|
} |
|
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|
|
//----------------------------------------------------------------------------- |
|
// 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; |
|
} |
|
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