This commit is contained in:
Daveo 2001-01-11 22:17:57 +00:00
parent faa0ddf7cb
commit e95411a381
3 changed files with 165 additions and 208 deletions

View File

@ -1,5 +1,5 @@
/**********************************/
/*** SpongeBob 3d Actor Creator ***/
/*** SpongeBob 3d Anim Creator ***/
/**********************************/
#include "stdio.h"
@ -10,19 +10,18 @@
#include <PsxLib.h>
#include <FaceStore.h>
#include "MkActor3d.h"
#include "MkAnim3d.h"
using namespace std;
//***************************************************************************
int TPBase=-1,TPWidth=-1,TPHeight=-1;
int QuatCount=0;
//***************************************************************************
char * CycleCommands(char *String,int Num)
{
char Text[256],*TextPtr;
int Count;
//char Text[256],*TextPtr;
//int Count;
if (String[0]=='-' || String[0]=='/')
{
@ -36,25 +35,6 @@ int Count;
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;
@ -73,176 +53,153 @@ int Count;
//***************************************************************************
//***************************************************************************
//***************************************************************************
CMkActor3d::CMkActor3d(GString const &In,GString const &Out,int TPBase,int TPW,int TPH)
void CMkAnim3d::Add(GString const &Filename)
{
GFName File=In;
CScene Scene;
int ThisBoneCount;
InFilename=In;
InPath=File.Drive();
InPath+=File.Dir();
OutDir=Out;
OutDir.Append('\\');
printf("%s\n",Filename);
Scene.Load(Filename);
ThisBoneCount=Scene.GetPruneTreeSize()-2;
Name=File.File();
// Create Out Filename from inFilename and outdir
OutFile=OutDir+File.File();
// OutFile+=File.File();
TPageBase=TPBase;
TPageWidth=TPW ;
TPageHeight=TPH;
}
//***************************************************************************
void CMkActor3d::Load()
{
Scene.Load(InFilename);
// Scene.PrintPruneTree();
}
//***************************************************************************
void CMkActor3d::Process()
{
BuildSkin();
FaceList.SetTexBasePath(InPath);
FaceList.SetTexOut(OutFile+".Tex",TPageBase,TPageWidth,TPageHeight);
FaceList.SetTexDebugOut(OutFile+".Lbm");
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++)
// Check Skeleton
if (BoneCount==-1)
{
int Mat=NodeMatList[T];
Mat=SceneMatList[Mat].TexId;
if (Mat<0) Mat=0;
CFace &ThisFace=FaceList.AddFace( NodeVtxList, NodeTriList[T], NodeUVList[T], SceneTexList[Mat]);
BoneCount=ThisBoneCount;
}
else
{
if (BoneCount!=ThisBoneCount)
{
GObject::Error(ERR_FATAL,"Invalid skeleton\n");
}
}
int ChildCount=ThisNode.GetPruneChildCount();
for (int Loop=0;Loop<ChildCount ;Loop++) BuildSkin(ThisNode.PruneChildList[Loop]);
// Process Anim
sAnim ThisAnim;
ThisAnim.FrameCount=ProcessSkel(Scene,ThisAnim,1);
AnimList.push_back(ThisAnim);
}
//***************************************************************************
void CMkActor3d::Write()
int CMkAnim3d::ProcessSkel(CScene &Scene,sAnim &ThisAnim,int Idx)
{
GString OutName=OutFile+".A3d";
File=fopen(OutName,"wb");
// Write Dummy Hdr
fwrite(&FileHdr,1,sizeof(sActor3dHdr),File);
// Write Skeleton
FileHdr.BoneCount=Scene.GetPruneTreeSize()-1-1; // Skip Scene & skin
FileHdr.BoneList=(sBone*)ftell(File);
WriteBone(1);
// Write Tris
FileHdr.TriCount=FaceList.GetTriFaceCount();
FileHdr.TriList=(sTri*)FaceList.WriteTriList(File);
printf("%i Tris\n",FileHdr.TriCount);
// Write Quads
FileHdr.QuadCount=FaceList.GetQuadFaceCount();
FileHdr.QuadList=(sQuad*)FaceList.WriteQuadList(File);
printf("%i Quads\n",FileHdr.QuadCount);
// Write WeightList
FileHdr.WeightCount=WeightList.size();
FileHdr.WeightList=(sWeight*)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);
CNode &ThisNode=Scene.GetNode(Idx);
vector<sGinAnim> const &NodeAnim=ThisNode.GetAnim();
int FrameCount=NodeAnim.size();
if (!ThisNode.Pts.size()) // Dont export Skin as bone
{
sBoneAnim FrameList;
FrameList.Idx.resize(FrameCount);
for (int i=0; i<FrameCount; i++)
{
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);
}
sGinAnim const &InFrame=NodeAnim[i];
sQuat ThisFrame;
ThisFrame.vx=round(InFrame.Ang.x*4096);
ThisFrame.vy=round(InFrame.Ang.y*4096);
ThisFrame.vz=round(InFrame.Ang.z*4096);
ThisFrame.vw=round(InFrame.Ang.w*4096);
FrameList.Idx[i]=QuatList.Add(ThisFrame);
QuatCount++;
}
int ChildCount=ThisNode.GetPruneChildCount();
for (int Loop=0;Loop<ChildCount;Loop++) WriteBone(ThisNode.PruneChildList[Loop]);
ThisAnim.BoneAnim.push_back(FrameList);
}
int ChildCount=ThisNode.GetPruneChildCount();
for (int Loop=0;Loop<ChildCount;Loop++) ProcessSkel(Scene,ThisAnim,ThisNode.PruneChildList[Loop]);
return(FrameCount);
}
//***************************************************************************
void CMkActor3d::BuildBoneOut(sBone &OutBone,CNode const &InNode)
void CMkAnim3d::Write(GString &Filename)
{
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();
int Anim,AnimCount=AnimList.size();
sAnim3dFileHdr FileHdr;
sAnim3dHdr Hdr;
int x,y,z,w;
x=round(InNode.Ang.x*4096);
y=round(InNode.Ang.y*4096);
z=round(InNode.Ang.z*4096);
w=round(InNode.Ang.w*4096);
File=fopen(Filename,"wb");
// Write Dummy FileHdr
FileHdr.AnimCount=AnimCount;
FileHdr.BoneCount=BoneCount;
fwrite(&FileHdr,1,sizeof(sAnim3dFileHdr),File);
// Write Dummy AnimHdrs
for (Anim=0; Anim<AnimCount; Anim++)
{
fwrite(&Hdr,1,sizeof(sAnim3dHdr),File);
}
// Write Anims
for (Anim=0; Anim<AnimCount; Anim++)
{
AnimList[Anim].FileOfs=WriteAnim(AnimList[Anim]);
}
// Write QuatTable
FileHdr.QuatTable=(sQuat*)WriteQuatTable();
// ReWrite FileHdr
fseek(File, 0, SEEK_SET);
fwrite(&FileHdr,1,sizeof(sAnim3dFileHdr),File);
// Rewrite Dummy AnimHdrs
for (Anim=0; Anim<AnimCount; Anim++)
{
Hdr.FrameCount=AnimList[Anim].FrameCount;
Hdr.Anim=(u16*)AnimList[Anim].FileOfs;
fwrite(&Hdr,1,sizeof(sAnim3dHdr),File);
}
fclose(File);
// printf("/*%i*/\t{%f,%f,%f,%f},\t/*%s*/\n",OutBone.Idx,InNode.Ang.x,InNode.Ang.y,InNode.Ang.z,InNode.Ang.w,InNode.Name);
printf("/*%i*/\t{%d,%d,%d,%d},\t/*%s*/\n",OutBone.Idx,x,y,z,w,InNode.Name);
}
//***************************************************************************
void CMkActor3d::BuildWeightOut(sWeight &OutWeight,sGinWeight const &InWeight)
int CMkAnim3d::WriteAnim(sAnim const &ThisAnim)
{
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 Frame=0; Frame<ThisAnim.FrameCount; Frame++)
{
// printf("Frame %i/%i\r",Frame,ThisAnim.FrameCount);
for (int Bone=0; Bone<BoneCount; Bone++)
{
u16 ThisIdx=ThisAnim.BoneAnim[Bone].Idx[Frame];
fwrite(&ThisIdx,1,sizeof(u16),File);
}
}
return(Pos);
}
//***************************************************************************
int CMkAnim3d::WriteQuatTable()
{
int Pos=ftell(File);
int ListSize=QuatList.size();
for (int i=0; i<ListSize; i++)
{
sWeight &OutWeight=WeightList[i];
fwrite(&OutWeight, sizeof(sWeight), 1, File);
sQuat &ThisQuat=QuatList[i];
fwrite(&ThisQuat,1,sizeof(sQuat),File);
}
return (Pos);
//------------
printf("%i Anims\n",AnimList.size());
printf("QuatCount=%i\t=%i\n",QuatCount,QuatCount*sizeof(sQuat));
printf("ListSize=%i\t=%i\n",ListSize,(ListSize*sizeof(sQuat))+(QuatCount*sizeof(u16)));
return(Pos);
}
//***************************************************************************
@ -251,36 +208,33 @@ int Pos=ftell(File);
void Usage(char *ErrStr)
{
printf("\nMkActor3d: by Dave\n");
printf("Usage: MkActor3d <file> [ <file>.. ] [ switches.. ]\n");
printf("\nMkAnim3d: by Dave\n");
printf("Usage: MkAnim3d <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(" -o:[FILE] Set output File\n");
printf(" -d: Enable Debug output\n");
printf(" -q: Enable Quadding\n");
GObject::Error(ERR_FATAL,ErrStr);
}
//***************************************************************************
int main (int argc, char *argv[])
{
CMkAnim3d AnimBank;
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();
AnimBank.Add(Files[Loop]);
}
AnimBank.Write(OutStr);
return 0;
}
/*
c:\spongebob\graphics\characters\spongebob\sbanim\buttbounce.gin c:\spongebob\graphics\characters\spongebob\sbanim\deathelectric.gin c:\spongebob\graphics\characters\spongebob\sbanim\deathfall.gin c:\spongebob\graphics\characters\spongebob\sbanim\electricshock.gin c:\spongebob\graphics\characters\spongebob\sbanim\fall.gin c:\spongebob\graphics\characters\spongebob\sbanim\fireaim.gin c:\spongebob\graphics\characters\spongebob\sbanim\firerecoill.gin c:\spongebob\graphics\characters\spongebob\sbanim\float.gin c:\spongebob\graphics\characters\spongebob\sbanim\getup.gin c:\spongebob\graphics\characters\spongebob\sbanim\hitground01.gin c:\spongebob\graphics\characters\spongebob\sbanim\hover.gin c:\spongebob\graphics\characters\spongebob\sbanim\idleboots.gin c:\spongebob\graphics\characters\spongebob\sbanim\idlecoral.gin c:\spongebob\graphics\characters\spongebob\sbanim\idlecoral01.gin c:\spongebob\graphics\characters\spongebob\sbanim\idlegeneric01.gin c:\spongebob\graphics\characters\spongebob\sbanim\idlegeneric02.gin c:\spongebob\graphics\characters\spongebob\sbanim\idlegeneric03.gin c:\spongebob\graphics\characters\spongebob\sbanim\idlegeneric04.gin c:\spongebob\graphics\characters\spongebob\sbanim\idlegeneric05.gin c:\spongebob\graphics\characters\spongebob\sbanim\idlelauncher.gin c:\spongebob\graphics\characters\spongebob\sbanim\idlenet.gin -o:\temp\anim.bnk
*/

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@ -1,45 +1,47 @@
/**********************************/
/*** SpongeBob 3d Actor Creator ***/
/**********************************/
/*********************************/
/*** SpongeBob 3d Anim Creator ***/
/*********************************/
#include <Vector3.h>
#include <List.h>
#include <FaceStore.h>
#include "..\mapedit\ExportPSXHdr.h"
//***************************************************************************
class CMkActor3d
struct sBoneAnim
{
vector<sQuat> Quat;
vector<int> Idx;
};
struct sAnim
{
int FrameCount;
vector<sBoneAnim> BoneAnim;
int FileOfs;
};
//***************************************************************************
class CMkAnim3d
{
public:
CMkActor3d(GString const &In,GString const &Out,int TPBase,int TPW,int TPH);
CMkAnim3d()
{
BoneCount=-1;
}
void Load();
void Process();
void Write();
void Add(GString const &Filename);
void Write(GString &Filename);
private:
void BuildSkin(int Idx=0);
void WriteBone(int Idx);
void BuildBoneOut(sBone &OutBone,CNode const &InNode);
void BuildWeightOut(sWeight &OutWeight,sGinWeight const &InWeight);
int WriteWeightList();
int ProcessSkel(CScene &Scene,sAnim &ThisAnim,int Idx);
int WriteAnim(sAnim const &ThisAnim);
int WriteQuatTable();
GString InFilename,InPath,Name,OutFile,OutDir;
CScene Scene;
CFaceStore FaceList;
vector<sWeight> WeightList;
CList<sTri> OutTriList;
CList<sVtx> OutVtxList;
sActor3dHdr FileHdr;
int BoneCount;
vector<sAnim> AnimList;
CList<sQuat> QuatList;
FILE *File;
int TPageBase;
int TPageWidth,TPageHeight;
};
//***************************************************************************

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