This commit is contained in:
Daveo 2001-02-26 20:14:08 +00:00
parent 9638e0c561
commit abc8365365
7 changed files with 406 additions and 102 deletions

View File

@ -370,7 +370,7 @@ void VRAMImage::SaveAs16ColLbm(const char * Name)
ThisFr.SetFrame(lbmData,W,H,GazPalette);
ThisFr.SaveLbm(Name);
cout<<"Written "<<Name<<endl;
// cout<<"Written "<<Name<<endl;
}
/*----------------------------------------------------------------------

View File

@ -516,7 +516,7 @@ int FrameCount=AllSprFrames.size();
thisPos=Out.tellp();
if (m_AnimatedHeadersOnly)
{
printf("Writing only animated headers (%i).\n",FrameCount);
// printf("Writing only animated headers (%i).\n",FrameCount);
for (f=0;f<AllSprFrames.size();f++) // Write Animated headers only
{
if (AllSprFrames[f].IsAnimated()) AllSprFrames[f].WriteHeader(Out);
@ -539,7 +539,7 @@ int FrameCount=AllSprFrames.size();
if (m_DontOutputBoxes)
{
printf("Skipping spare boxes.\n");
// printf("Skipping spare boxes.\n");
}
else
{
@ -555,7 +555,7 @@ int FrameCount=AllSprFrames.size();
if (m_AlignHeaders)
{
printf("Aligning headers to 2k chunk.\n");
// printf("Aligning headers to 2k chunk.\n");
Out.Align(2048);
}

View File

@ -14,17 +14,16 @@
using namespace std;
//graphics/Characters/SpongeBob/SpongeBob.Gin -o:out/USA/data/Actors -t:24,1,1 -s:256
// -a:SBEyesAngry.bmp,SBEyesBlink.bmp,SBEyesDown.bmp,SBEyesfiece.bmp,SBEyesLeft.bmp,SBEyesSheepish.bmp,SBEyesUp.bmp,SBEyesWorried.bmp,SBEyesRight.bmp, SBmouth01.bmp,SBMouthGasp.bmp,SBMouthSheepishSBMouthSmile.bmp,SBMouthTerror.bmp,SBMouthWhistle
//***************************************************************************
int TPBase=-1,TPWidth=-1,TPHeight=-1;
std::vector<GString> ExtraTex;
CMkActor3d ThisActor;
//std::vector<GString> ExtraTex;
//***************************************************************************
char * CycleCommands(char *String,int Num)
{
char Text[256],*TextPtr;
int TPBase=-1,TPWidth=-1,TPHeight=-1;
char Text[2048],*TextPtr;
int Count,i;
if (String[0]=='-' || String[0]=='/')
@ -51,13 +50,24 @@ int Count,i;
TextPtr=Text;
strcpy(TextPtr,TpStr);
Count=ZeroAndCountCommas(TextPtr);
if (Count!=2)
GObject::Error(ERR_FATAL,"Problem with option %s\n",String);
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);
ThisActor.SetTPData(TPBase,TPWidth,TPHeight);
break;
case 'x':
TpStr= CheckFileString(String);
TextPtr=Text;
strcpy(TextPtr,TpStr);
Count=ZeroAndCountCommas(TextPtr);
for (i=0; i<Count+1; i++)
{
ThisActor.AddTex(TextPtr);
TextPtr+=strlen(TextPtr)+1;
}
break;
case 'a':
TpStr= CheckFileString(String);
@ -66,11 +76,10 @@ int Count,i;
Count=ZeroAndCountCommas(TextPtr);
for (i=0; i<Count+1; i++)
{
ExtraTex.push_back(TextPtr);
ThisActor.AddAnim(TextPtr);
TextPtr+=strlen(TextPtr)+1;
}
break;
case 'q':
StripLength=4;
break;
@ -81,41 +90,105 @@ int Count,i;
}
else
{
GString UpperName(String);
UpperName.Upper();
MyFiles.AddFile(UpperName);
ThisActor.SetInName(String);
}
return(String);
}
//***************************************************************************
//***************************************************************************
//***************************************************************************
CMkActor3d::CMkActor3d(GString const &In,GString const &Out,int TPBase,int TPW,int TPH)
{
GFName File=In;
InFilename=In;
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(" -x: Add Texture\n");
printf(" -d: Add Anim\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");
ThisActor.ProcessActor();
ThisActor.ProcessAnim();
return 0;
}
//***************************************************************************
//***************************************************************************
//***************************************************************************
void CMkActor3d::SetInName(GString const &String)
{
GString UpperName(String);
UpperName.Upper();
GFName File=UpperName;
InFilename=UpperName;
InPath=File.Drive();
InPath+=File.Dir();
OutDir=Out;
OutDir.Append('\\');
Name=File.File();
// Create Out Filename from inFilename and outdir
OutFile=OutDir+File.File();
}
//***************************************************************************
void CMkActor3d::SetTPData(int TPBase,int TPW,int TPH)
{
TPageBase=TPBase;
TPageWidth=TPW ;
TPageHeight=TPH;
}
//***************************************************************************
void CMkActor3d::Load()
void CMkActor3d::AddAnim(const char *Name)
{
InAnimList.push_back(Name);
}
//***************************************************************************
void CMkActor3d::AddTex(const char *Name)
{
InTexList.push_back(Name);
}
//***************************************************************************
void CMkActor3d::ProcessActor()
{
ThisActor.ActorLoad();
ThisActor.ActorProcess();
ThisActor.ActorWrite();
}
//***************************************************************************
void CMkActor3d::ProcessAnim()
{
ThisActor.AnimLoad();
ThisActor.AnimWrite();
}
//***************************************************************************
void CMkActor3d::ActorLoad()
{
OutStr.Upper();
OutStr.Append('\\');
OutFile=OutStr+Name;
IncludeFile.Upper();
IncludeFile.Append('\\');
IncFile=IncludeFile;
IncFile+="ACTOR_";
IncFile+=Name;
Scene.Load(InFilename);
// Scene.PrintPruneTree();
}
//***************************************************************************
@ -157,12 +230,11 @@ vector<Vector3> VtxList;
int WeightCount=ThisNode.Weights.size();
if (WeightCount)
{
printf("%s %i\n",ThisNode.Name,WeightCount);
// printf("%s %i\n",ThisNode.Name,WeightCount);
for (int i=0; i<WeightCount; i++)
{
sGinWeight &ThisWeight=ThisNode.Weights[i];
// printf("%i %f %f %f\t\n",ThisWeight.VertNo,NodeVtxList[ThisWeight.VertNo].x,NodeVtxList[ThisWeight.VertNo].y,NodeVtxList[ThisWeight.VertNo].z);
// ThisBone.FaceList.AddVtx((Vector3) NodeVtxList[ThisWeight.VertNo]);
}
}
Skel.push_back(ThisBone);
@ -184,6 +256,8 @@ Matrix4x4 PMtx=ParentNode.Mtx;
{
int Mat=SceneUsedMatList[NodeMatList[T]];
if (Mat>SceneTexList.size()) GObject::Error(ERR_FATAL,"Crap Material ID, wanted %i, only have %i\n",Mat,SceneTexList.size());
ParentBone.FaceList.AddFace( VtxList, NodeTriList[T], NodeUVList[T], SceneTexList[Mat]);
}
}
@ -198,6 +272,8 @@ void CMkActor3d::BuildSkelOut()
{
int ListSize=Skel.size();
BoneCount=Skel.size();
for (int i=0; i<ListSize; i++)
{
sGinSkel &ThisBone=Skel[i];
@ -233,21 +309,23 @@ int ListSize=Skel.size();
//***************************************************************************
void CMkActor3d::Process()
void CMkActor3d::ActorProcess()
{
GString IncName=IncFile+".h";
FaceList.SetTexBasePath(InPath);
FaceList.SetTexOut(OutFile+".Tex",TPageBase,TPageWidth,TPageHeight);
FaceList.SetTexDebugOut(OutFile+".Lbm");
if (!IncludeFile.Empty()) FaceList.SetTexInclude(IncludeFile);
if (!IncludeFile.Empty()) FaceList.SetTexInclude(IncName);
ProcessSkel(1,-1);
BuildSkelOut();
printf("Skel has %i bones\n",Skel.size());
printf("%s has %i bones\n",Name,BoneCount);
int ListSize=ExtraTex.size();
int ListSize=InTexList.size();
for (int i=0; i<ListSize; i++)
{
FaceList.AddTex(ExtraTex[i]);
FaceList.AddTex(InTexList[i]);
}
FaceList.ProcessTextures();
@ -256,14 +334,14 @@ int ListSize=ExtraTex.size();
//***************************************************************************
void CMkActor3d::Write()
void CMkActor3d::ActorWrite()
{
GString OutName=OutFile+".A3d";
File=fopen(OutName,"wb");
// Write Dummy Hdr
fwrite(&FileHdr,1,sizeof(sActor3dHdr),File);
fwrite(&FileHdr,1,sizeof(sActorHdr),File);
// Write Skeleton
FileHdr.BoneCount=Skel.size();
@ -290,7 +368,7 @@ GString OutName=OutFile+".A3d";
// Rewrite Header
fseek(File, 0, SEEK_SET);
fwrite(&FileHdr,1,sizeof(sActor3dHdr),File);
fwrite(&FileHdr,1,sizeof(sActorHdr),File);
}
//***************************************************************************
@ -348,46 +426,234 @@ int Pos=ftell(File);
CalcTPXY(TexList[i],OutTex);
fwrite(&OutTex, sizeof(sTexInfo), 1, File);
}
printf("%i Materials\n",ListSize);
// printf("%i Materials\n",ListSize);
return (Pos);
}
//***************************************************************************
//***************************************************************************
//***************************************************************************
void Usage(char *ErrStr)
//***************************************************************************
//*** Anim ******************************************************************
//***************************************************************************
void CMkActor3d::AnimLoad()
{
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 ListSize=InAnimList.size();
//***************************************************************************
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++)
for (int i=0; i<ListSize; i++)
{
CMkActor3d ThisActor(Files[Loop],OutStr,TPBase,TPWidth,TPHeight);
CScene Scene;
int ThisBoneCount;
GFName Name=InAnimList[i];
ThisActor.Load();
ThisActor.Process();
ThisActor.Write();
printf("%s\t",Name.File());
Scene.Load(InAnimList[i]);
// Process Anim
sAnim ThisAnim;
ThisAnim.Name=Name.File();
ThisAnim.Name.Upper();
ThisAnim.FrameCount=AnimProcessSkelMove(Scene,ThisAnim,1);
AnimProcessSkelAnim(Scene,ThisAnim,1);
AnimList.push_back(ThisAnim);
ThisBoneCount=ThisAnim.BoneAnim.size();
printf("\t(%i Bones, %i Frames)\n",ThisBoneCount,ThisAnim.FrameCount);
// Check Skeleton
if (BoneCount!=ThisBoneCount)
{
GObject::Error(ERR_FATAL,"Invalid skeleton\n");
}
}
return 0;
}
//***************************************************************************
int CMkActor3d::AnimProcessSkelMove(CScene &Scene,sAnim &ThisAnim,int Idx)
{
CNode &ThisNode=Scene.GetNode(Idx);
vector<sGinAnim> const &NodeAnim=ThisNode.GetAnim();
int FrameCount=NodeAnim.size();
vector<s32> &Move=ThisAnim.Move;
Move.resize(FrameCount);
for (int i=0; i<FrameCount; i++)
{
Move[i]=-round(NodeAnim[i].Pos.y*Scale);
}
return(FrameCount);
}
//***************************************************************************
void CMkActor3d::AnimProcessSkelAnim(CScene &Scene,sAnim &ThisAnim,int Idx)
{
CNode &ThisNode=Scene.GetNode(Idx);
vector<sGinAnim> const &NodeAnim=ThisNode.GetAnim();
int FrameCount=NodeAnim.size();
// if (!ThisNode.Pts.size()) // Dont export Skin as bone
if (!ThisNode.GetTris().size()) // Dont export Skin as bone
{
sBoneAnim FrameList;
FrameList.Idx.resize(FrameCount);
for (int i=0; i<FrameCount; i++)
{
sGinAnim const &InFrame=NodeAnim[i];
sQuat ThisFrame;
Quaternion const &ThisQuat=InFrame.Ang;
ThisFrame.vx=round(ThisQuat.x*4096);
ThisFrame.vy=round(ThisQuat.y*4096);
ThisFrame.vz=round(ThisQuat.z*4096);
ThisFrame.vw=round(ThisQuat.w*4096);
FrameList.Idx[i]=QuatList.Add(ThisFrame);
}
ThisAnim.BoneAnim.push_back(FrameList);
}
int ChildCount=ThisNode.GetPruneChildCount();
for (int Loop=0;Loop<ChildCount;Loop++) AnimProcessSkelAnim(Scene,ThisAnim,ThisNode.PruneChildList[Loop]);
}
//***************************************************************************
void CMkActor3d::AnimWrite()
{
GString OutName=OutFile+".Abk";
int Anim,AnimCount=AnimList.size();
sAnimFileHdr FileHdr;
sAnimHdr Hdr;
File=fopen(OutName,"wb");
// Write Dummy FileHdr
FileHdr.AnimCount=AnimCount;
FileHdr.BoneCount=BoneCount;
fwrite(&FileHdr,1,sizeof(sAnimFileHdr),File);
// Write Dummy AnimHdrs
for (Anim=0; Anim<AnimCount; Anim++)
{
fwrite(&Hdr,1,sizeof(sAnimHdr),File);
}
// Write QuatTable
FileHdr.QuatTable=(sQuat*)AnimWriteQuatTable();
// Write Movements
for (Anim=0; Anim<AnimCount; Anim++)
{
AnimList[Anim].MoveOfs=AnimWriteMove(AnimList[Anim]);
}
// Write Anims (u16 can cause address errors, so write last
for (Anim=0; Anim<AnimCount; Anim++)
{
AnimList[Anim].AnimOfs=AnimWriteAnim(AnimList[Anim]);
}
// ReWrite FileHdr
fseek(File, 0, SEEK_SET);
fwrite(&FileHdr,1,sizeof(sAnimFileHdr),File);
// Rewrite Dummy AnimHdrs
for (Anim=0; Anim<AnimCount; Anim++)
{
Hdr.FrameCount=AnimList[Anim].FrameCount;
Hdr.Move=(s32*)AnimList[Anim].MoveOfs;
Hdr.Anim=(u16*)AnimList[Anim].AnimOfs;
fwrite(&Hdr,1,sizeof(sAnimHdr),File);
}
fclose(File);
if (!IncludeFile.Empty()) AnimWriteInclude();
}
//***************************************************************************
int CMkActor3d::AnimWriteMove(sAnim const &ThisAnim)
{
int Pos=ftell(File);
for (int Frame=0; Frame<ThisAnim.FrameCount; Frame++)
{
s32 ThisMove=ThisAnim.Move[Frame];
fwrite(&ThisMove,1,sizeof(s32),File);
// printf("%i %i %i\n",ThisMove.vx,ThisMove.vy,ThisMove.vz);
}
return(Pos);
}
//***************************************************************************
int CMkActor3d::AnimWriteAnim(sAnim const &ThisAnim)
{
int Pos=ftell(File);
for (int Frame=0; Frame<ThisAnim.FrameCount; Frame++)
{
for (int Bone=0; Bone<BoneCount; Bone++)
{
u16 ThisIdx=ThisAnim.BoneAnim[Bone].Idx[Frame];
fwrite(&ThisIdx,1,sizeof(u16),File);
}
}
return(Pos);
}
//***************************************************************************
int CMkActor3d::AnimWriteQuatTable()
{
int Pos=ftell(File);
int ListSize=QuatList.size();
for (int i=0; i<ListSize; i++)
{
sQuat &ThisQuat=QuatList[i];
fwrite(&ThisQuat,1,sizeof(sQuat),File);
}
//------------
printf("%i Anims\n",AnimList.size());
return(Pos);
}
//***************************************************************************
void CMkActor3d::AnimWriteInclude()
{
GString Filename=IncFile+"_Anim.h";
File=fopen(Filename,"wt");
fprintf(File,"// %s Anim Header\n",Name);
fprintf(File,"\n");
fprintf(File,"#ifndef\t__ANIM_%s_HEADER__\n",Name);
fprintf(File,"#define\t__ANIM_%s_HEADER__\n",Name);
fprintf(File,"\n");
fprintf(File,"\n");
fprintf(File,"enum\tANIM_%s_LIST\n",Name);
fprintf(File,"{\n");
int ListSize=AnimList.size();
for (int i=0; i<ListSize; i++)
{
sAnim &ThisAnim=AnimList[i];
fprintf(File,"\tANIM_%s_%s",Name,ThisAnim.Name);
if (i==0)
{
fprintf(File,"=0");
}
fprintf(File,",\n");
}
fprintf(File,"\tNUM_ANIM_%s\n",Name);
fprintf(File,"};\n");
fprintf(File,"\n");
fprintf(File,"#endif\n");
fclose(File);
}

View File

@ -8,23 +8,47 @@
#include "..\mapedit\ExportHdr.h"
//***************************************************************************
struct sGinSkel
{
sBone Bone;
CFaceStore FaceList;
};
//***************************************************************************
struct sBoneAnim
{
vector<int> Idx;
};
//***************************************************************************
struct sAnim
{
GString Name;
int FrameCount;
vector<sBoneAnim> BoneAnim;
vector<s32> Move;
int AnimOfs;
int MoveOfs;
};
//***************************************************************************
class CMkActor3d
{
public:
CMkActor3d(GString const &In,GString const &Out,int TPBase,int TPW,int TPH);
void SetInName(GString const &In);
void SetTPData(int TPBase,int TPW,int TPH);
void Load();
void Process();
void Write();
void AddAnim(const char *Name);
void AddTex(const char *Name);
void ProcessActor();
void ProcessAnim();
private:
void ActorLoad();
void ActorProcess();
void ActorWrite();
void ProcessSkel(int Idx,int Parent);
void WriteSkel();
@ -32,20 +56,37 @@ private:
void BuildBoneOut(sBone &OutBone,CNode const &InNode,int ParentBoneIdx);
int WriteTexInfoList();
GString InFilename,InPath,Name,OutFile,OutDir;
GString InFilename,InPath,Name,OutFile,IncFile;
CScene Scene;
vector<sGinSkel> Skel;
CFaceStore FaceList;
sActor3dHdr FileHdr;
sActorHdr FileHdr;
FILE *File;
std::vector<GString> InTexList;
std::vector<GString> InAnimList;
int TPageBase;
int TPageWidth,TPageHeight;
/*Anim*/
void AnimLoad();
void AnimWrite();
void AnimWriteInclude();
int AnimProcessSkelMove(CScene &Scene,sAnim &ThisAnim,int Idx);
void AnimProcessSkelAnim(CScene &Scene,sAnim &ThisAnim,int Idx);
int AnimWriteMove(sAnim const &ThisAnim);
int AnimWriteAnim(sAnim const &ThisAnim);
int AnimWriteQuatTable();
int BoneCount;
vector<sAnim> AnimList;
CList<sQuat> QuatList;
};
//***************************************************************************

View File

@ -162,8 +162,8 @@ int ChildCount=ThisNode.GetPruneChildCount();
void CMkAnim3d::Write(GString &Filename)
{
int Anim,AnimCount=AnimList.size();
sAnim3dFileHdr FileHdr;
sAnim3dHdr Hdr;
sAnimFileHdr FileHdr;
sAnimHdr Hdr;
File=fopen(Filename,"wb");
@ -171,13 +171,13 @@ sAnim3dHdr Hdr;
// Write Dummy FileHdr
FileHdr.AnimCount=AnimCount;
FileHdr.BoneCount=BoneCount;
fwrite(&FileHdr,1,sizeof(sAnim3dFileHdr),File);
fwrite(&FileHdr,1,sizeof(sAnimFileHdr),File);
// Write Dummy AnimHdrs
for (Anim=0; Anim<AnimCount; Anim++)
{
fwrite(&Hdr,1,sizeof(sAnim3dHdr),File);
fwrite(&Hdr,1,sizeof(sAnimHdr),File);
}
// Write QuatTable
@ -197,7 +197,7 @@ sAnim3dHdr Hdr;
// ReWrite FileHdr
fseek(File, 0, SEEK_SET);
fwrite(&FileHdr,1,sizeof(sAnim3dFileHdr),File);
fwrite(&FileHdr,1,sizeof(sAnimFileHdr),File);
// Rewrite Dummy AnimHdrs
@ -206,7 +206,7 @@ sAnim3dHdr Hdr;
Hdr.FrameCount=AnimList[Anim].FrameCount;
Hdr.Move=(s32*)AnimList[Anim].MoveOfs;
Hdr.Anim=(u16*)AnimList[Anim].AnimOfs;
fwrite(&Hdr,1,sizeof(sAnim3dHdr),File);
fwrite(&Hdr,1,sizeof(sAnimHdr),File);
}
fclose(File);
@ -222,9 +222,7 @@ int Pos=ftell(File);
{
s32 ThisMove=ThisAnim.Move[Frame];
fwrite(&ThisMove,1,sizeof(s32),File);
// printf("%i %i %i\n",ThisMove.vx,ThisMove.vy,ThisMove.vz);
}
return(Pos);

View File

@ -9,10 +9,10 @@
//***************************************************************************
struct sBoneAnim
{
// vector<sQuat> Quat;
vector<int> Idx;
};
//***************************************************************************
struct sAnim
{
GString Name;
@ -32,20 +32,20 @@ public:
BoneCount=-1;
}
void Add(GString const &Filename);
void Write(GString &Filename);
void WriteInclude(GString const &IncludeFile);
/*Anim*/void Add(GString const &Filename);
/*Anim*/void Write(GString &Filename);
/*Anim*/void WriteInclude(GString const &IncludeFile);
private:
int ProcessSkelMove(CScene &Scene,sAnim &ThisAnim,int Idx);
void ProcessSkelAnim(CScene &Scene,sAnim &ThisAnim,int Idx);
int WriteMove(sAnim const &ThisAnim);
int WriteAnim(sAnim const &ThisAnim);
int WriteQuatTable();
/*Anim*/int ProcessSkelMove(CScene &Scene,sAnim &ThisAnim,int Idx);
/*Anim*/void ProcessSkelAnim(CScene &Scene,sAnim &ThisAnim,int Idx);
/*Anim*/int WriteMove(sAnim const &ThisAnim);
/*Anim*/int WriteAnim(sAnim const &ThisAnim);
/*Anim*/int WriteQuatTable();
int BoneCount;
vector<sAnim> AnimList;
CList<sQuat> QuatList;
/*Anim*/int BoneCount;
/*Anim*/vector<sAnim> AnimList;
/*Anim*/CList<sQuat> QuatList;
FILE *File;
};

View File

@ -82,7 +82,6 @@ DATA_INC_DIR := $(DATA_TOOL_DIR)/include
MKLEVEL := $(DATA_BIN_DIR)/MkLevel
MKACTOR3D := $(DATA_BIN_DIR)/MkActor3d
MKANIM3D := $(DATA_BIN_DIR)/MkAnim3d
# Cygwin
# ------