SBSPSS/Utils/MkActor3d/MkActor3d.cpp

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/**********************************/
/*** SpongeBob 3d Actor Creator ***/
/**********************************/
#include "stdio.h"
#include <misc.hpp>
#include <conio.h>
#include <iostream.h>
#include <vector>
#include <PsxLib.h>
#include <FaceStore.h>
#include "MkActor3d.h"
using namespace std;
//***************************************************************************
int TPBase=-1,TPWidth=-1,TPHeight=-1;
//***************************************************************************
char * CycleCommands(char *String,int Num)
{
char Text[256],*TextPtr;
int Count;
if (String[0]=='-' || String[0]=='/')
{
GString TpStr;
switch (String[1])
{
// Switches
case 'o':
OutStr = CheckFileString(String);
break;
case 'd':
DebugOn =true;
break;
case 's':
TpStr= CheckFileString(String);
Scale=atof(TpStr);
break;
case 't':
TpStr= CheckFileString(String);
TextPtr=Text;
strcpy(TextPtr,TpStr);
Count=ZeroAndCountCommas(TextPtr);
if (Count!=2)
GObject::Error(ERR_FATAL,"Problem with option %s\n",String);
TPBase=atol(TextPtr);
TextPtr+=strlen(TextPtr)+1;
TPWidth=atol(TextPtr);
TextPtr+=strlen(TextPtr)+1;
TPHeight=atol(TextPtr);
case 'q':
StripLength=4;
break;
default:
GObject::Error(ERR_FATAL,"Unknown switch %s",String);
break;
}
}
else
{
GString UpperName(String);
UpperName.Upper();
MyFiles.AddFile(UpperName);
}
return(String);
}
//***************************************************************************
//***************************************************************************
//***************************************************************************
CMkActor3d::CMkActor3d(GString const &In,GString const &Out,int TPBase,int TPW,int TPH)
{
GFName File=In;
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InFilename=In;
InPath=File.Drive();
InPath+=File.Dir();
OutDir=Out;
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OutDir.Append('\\');
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Name=File.File();
// Create Out Filename from inFilename and outdir
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OutFile=OutDir+File.File();
// OutFile+=File.File();
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TPageBase=TPBase;
TPageWidth=TPW ;
TPageHeight=TPH;
}
//***************************************************************************
void CMkActor3d::Load()
{
Scene.Load(InFilename);
// Scene.PrintPruneTree();
}
//***************************************************************************
void CMkActor3d::Process()
{
BuildSkin();
FaceList.SetTexBasePath(InPath);
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FaceList.SetTexOut(OutFile+".Tex",1,1,1);
FaceList.SetTexDebugOut(OutFile+".Lbm");
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FaceList.Process();
}
//***************************************************************************
void CMkActor3d::BuildSkin(int Idx)
{
CNode &ThisNode=Scene.GetNode(Idx);
vector<sGinTri> const &NodeTriList = ThisNode.GetTris();
vector<Vector3> const &NodeVtxList = ThisNode.GetPts();
vector<int> const &NodeMatList = ThisNode.GetTriMaterial();
vector<sUVTri> const &NodeUVList = ThisNode.GetUVTris();
vector<GString> const &SceneTexList= Scene.GetTexList();
vector<Material> const &SceneMatList= Scene.GetMaterials();
int TriCount=NodeTriList.size();
for (int T=0; T<TriCount; T++)
{
int Mat=NodeMatList[T];
Mat=SceneMatList[Mat].TexId;
if (Mat<0) Mat=0;
CFace &ThisFace=FaceList.AddFace( NodeVtxList, NodeTriList[T], NodeUVList[T], SceneTexList[Mat]);
}
int ChildCount=ThisNode.GetPruneChildCount();
for (int Loop=0;Loop<ChildCount ;Loop++) BuildSkin(ThisNode.PruneChildList[Loop]);
}
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//***************************************************************************
void CMkActor3d::Write()
{
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GString OutName=OutFile+".A3d";
File=fopen(OutName,"wb");
// Write Dummy Hdr
fwrite(&FileHdr,1,sizeof(sActor3dHdr),File);
// Write Skeleton
FileHdr.NodeData=ftell(File);
WriteBone(1);
// Write Tris
FileHdr.TriCount=FaceList.GetTriFaceCount();
FileHdr.TriData=FaceList.WriteTriList(File);
printf("%i Tris\n",FileHdr.TriCount);
// Write Quads
FileHdr.QuadCount=FaceList.GetQuadFaceCount();
FileHdr.QuadData=FaceList.WriteQuadList(File);
printf("%i Quads\n",FileHdr.QuadCount);
// Write WeightList
FileHdr.WeightCount=WeightList.size();
FileHdr.WeightData=WriteWeightList();
printf("%i Weight\n",FileHdr.WeightCount);
printf("Size=%i\n",ftell(File));
// Rewrite Header
fseek(File, 0, SEEK_SET);
fwrite(&FileHdr,1,sizeof(sActor3dHdr),File);
}
//***************************************************************************
void CMkActor3d::WriteBone(int Idx)
{
sBone ThisBone;
CNode &ThisNode=Scene.GetNode(Idx);
if (!ThisNode.Pts.size()) // Dont export Skin as bone
{
BuildBoneOut(ThisBone,ThisNode);
ThisBone.WeightList=(sWeight*)WeightList.size();
fwrite(&ThisBone, sizeof(sBone), 1, File);
// build Weight List
for (int Weight=0; Weight<ThisBone.WeightCount; Weight++)
{
sWeight OutWeight;
BuildWeightOut(OutWeight,ThisNode.Weights[Weight]);
WeightList.push_back(OutWeight);
}
}
int ChildCount=ThisNode.GetPruneChildCount();
for (int Loop=0;Loop<ChildCount;Loop++) WriteBone(ThisNode.PruneChildList[Loop]);
}
//***************************************************************************
void CMkActor3d::BuildBoneOut(sBone &OutBone,CNode const &InNode)
{
OutBone.BoneSize.vx =round(InNode.Pos.x*Scale);
OutBone.BoneSize.vy =round(InNode.Pos.y*Scale);
OutBone.BoneSize.vz =round(InNode.Pos.z*Scale);
OutBone.Idx=InNode.PruneIdx-1;
OutBone.Parent=InNode.PruneParentIdx-1;
OutBone.WeightCount=InNode.Weights.size();
}
//***************************************************************************
void CMkActor3d::BuildWeightOut(sWeight &OutWeight,sGinWeight const &InWeight)
{
OutWeight.vx=round(InWeight.Pos.x*Scale);
OutWeight.vy=round(InWeight.Pos.y*Scale);
OutWeight.vz=round(InWeight.Pos.z*Scale);
OutWeight.VtxNo=InWeight.VertNo;
}
//***************************************************************************
int CMkActor3d::WriteWeightList()
{
int ListSize=WeightList.size();
int Pos=ftell(File);
for (int i=0; i<ListSize; i++)
{
sWeight &OutWeight=WeightList[i];
fwrite(&OutWeight, sizeof(sWeight), 1, File);
}
return (Pos);
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}
//***************************************************************************
//***************************************************************************
//***************************************************************************
void Usage(char *ErrStr)
{
printf("\nMkActor3d: by Dave\n");
printf("Usage: MkActor3d <file> [ <file>.. ] [ switches.. ]\n");
printf("Switches:\n");
printf(" -o:[FILE] Set output Dir\n");
printf(" -s:nn Set Scaling value\n");
printf(" -t:p,w,h Set TPage No,Width,Height\n");
printf(" -d: Enable Debug output\n");
printf(" -q: Enable Quadding\n");
GObject::Error(ERR_FATAL,ErrStr);
}
//***************************************************************************
int main (int argc, char *argv[])
{
CommandLine(argc,argv,CycleCommands);
if (OutStr.Empty()) Usage("No Output File Set\n");
if (TPBase==-1) Usage("No TPage Set\n");
vector<GString> const &Files = MyFiles.GetFileInfoVector();
for (int Loop=0; Loop<Files.size(); Loop++)
{
CMkActor3d ThisActor(Files[Loop],OutStr,TPBase,TPWidth,TPHeight);
ThisActor.Load();
ThisActor.Process();
ThisActor.Write();
}
return 0;
}