This commit is contained in:
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commit
e95411a381
@ -1,5 +1,5 @@
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/**********************************/
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/*** SpongeBob 3d Actor Creator ***/
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/*** SpongeBob 3d Anim Creator ***/
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/**********************************/
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#include "stdio.h"
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@ -10,19 +10,18 @@
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#include <PsxLib.h>
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#include <FaceStore.h>
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#include "MkActor3d.h"
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#include "MkAnim3d.h"
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using namespace std;
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//***************************************************************************
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int TPBase=-1,TPWidth=-1,TPHeight=-1;
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int QuatCount=0;
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//***************************************************************************
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char * CycleCommands(char *String,int Num)
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{
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char Text[256],*TextPtr;
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int Count;
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//char Text[256],*TextPtr;
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//int Count;
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if (String[0]=='-' || String[0]=='/')
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{
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@ -36,25 +35,6 @@ int Count;
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case 'd':
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DebugOn =true;
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break;
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case 's':
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TpStr= CheckFileString(String);
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Scale=atof(TpStr);
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break;
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case 't':
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TpStr= CheckFileString(String);
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TextPtr=Text;
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strcpy(TextPtr,TpStr);
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Count=ZeroAndCountCommas(TextPtr);
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if (Count!=2)
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GObject::Error(ERR_FATAL,"Problem with option %s\n",String);
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TPBase=atol(TextPtr);
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TextPtr+=strlen(TextPtr)+1;
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TPWidth=atol(TextPtr);
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TextPtr+=strlen(TextPtr)+1;
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TPHeight=atol(TextPtr);
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case 'q':
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StripLength=4;
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break;
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default:
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GObject::Error(ERR_FATAL,"Unknown switch %s",String);
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break;
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@ -73,175 +53,152 @@ int Count;
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//***************************************************************************
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//***************************************************************************
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//***************************************************************************
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CMkActor3d::CMkActor3d(GString const &In,GString const &Out,int TPBase,int TPW,int TPH)
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void CMkAnim3d::Add(GString const &Filename)
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{
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GFName File=In;
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CScene Scene;
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int ThisBoneCount;
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InFilename=In;
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InPath=File.Drive();
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InPath+=File.Dir();
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OutDir=Out;
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OutDir.Append('\\');
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printf("%s\n",Filename);
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Scene.Load(Filename);
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ThisBoneCount=Scene.GetPruneTreeSize()-2;
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Name=File.File();
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// Create Out Filename from inFilename and outdir
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OutFile=OutDir+File.File();
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// OutFile+=File.File();
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// Check Skeleton
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if (BoneCount==-1)
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{
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BoneCount=ThisBoneCount;
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}
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else
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{
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if (BoneCount!=ThisBoneCount)
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{
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GObject::Error(ERR_FATAL,"Invalid skeleton\n");
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}
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}
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TPageBase=TPBase;
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TPageWidth=TPW ;
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TPageHeight=TPH;
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// Process Anim
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sAnim ThisAnim;
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ThisAnim.FrameCount=ProcessSkel(Scene,ThisAnim,1);
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AnimList.push_back(ThisAnim);
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}
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//***************************************************************************
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void CMkActor3d::Load()
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{
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Scene.Load(InFilename);
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// Scene.PrintPruneTree();
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}
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//***************************************************************************
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void CMkActor3d::Process()
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{
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BuildSkin();
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FaceList.SetTexBasePath(InPath);
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FaceList.SetTexOut(OutFile+".Tex",TPageBase,TPageWidth,TPageHeight);
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FaceList.SetTexDebugOut(OutFile+".Lbm");
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FaceList.Process();
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}
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//***************************************************************************
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void CMkActor3d::BuildSkin(int Idx)
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int CMkAnim3d::ProcessSkel(CScene &Scene,sAnim &ThisAnim,int Idx)
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{
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CNode &ThisNode=Scene.GetNode(Idx);
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vector<sGinTri> const &NodeTriList = ThisNode.GetTris();
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vector<Vector3> const &NodeVtxList = ThisNode.GetPts();
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vector<int> const &NodeMatList = ThisNode.GetTriMaterial();
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vector<sUVTri> const &NodeUVList = ThisNode.GetUVTris();
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vector<GString> const &SceneTexList= Scene.GetTexList();
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vector<Material> const &SceneMatList= Scene.GetMaterials();
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int TriCount=NodeTriList.size();
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for (int T=0; T<TriCount; T++)
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{
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int Mat=NodeMatList[T];
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Mat=SceneMatList[Mat].TexId;
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if (Mat<0) Mat=0;
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CFace &ThisFace=FaceList.AddFace( NodeVtxList, NodeTriList[T], NodeUVList[T], SceneTexList[Mat]);
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}
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int ChildCount=ThisNode.GetPruneChildCount();
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for (int Loop=0;Loop<ChildCount ;Loop++) BuildSkin(ThisNode.PruneChildList[Loop]);
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}
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//***************************************************************************
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void CMkActor3d::Write()
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{
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GString OutName=OutFile+".A3d";
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File=fopen(OutName,"wb");
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// Write Dummy Hdr
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fwrite(&FileHdr,1,sizeof(sActor3dHdr),File);
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// Write Skeleton
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FileHdr.BoneCount=Scene.GetPruneTreeSize()-1-1; // Skip Scene & skin
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FileHdr.BoneList=(sBone*)ftell(File);
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WriteBone(1);
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// Write Tris
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FileHdr.TriCount=FaceList.GetTriFaceCount();
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FileHdr.TriList=(sTri*)FaceList.WriteTriList(File);
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printf("%i Tris\n",FileHdr.TriCount);
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// Write Quads
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FileHdr.QuadCount=FaceList.GetQuadFaceCount();
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FileHdr.QuadList=(sQuad*)FaceList.WriteQuadList(File);
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printf("%i Quads\n",FileHdr.QuadCount);
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// Write WeightList
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FileHdr.WeightCount=WeightList.size();
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FileHdr.WeightList=(sWeight*)WriteWeightList();
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printf("%i Weight\n",FileHdr.WeightCount);
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printf("Size=%i\n",ftell(File));
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// Rewrite Header
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fseek(File, 0, SEEK_SET);
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fwrite(&FileHdr,1,sizeof(sActor3dHdr),File);
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}
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//***************************************************************************
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void CMkActor3d::WriteBone(int Idx)
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{
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sBone ThisBone;
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CNode &ThisNode=Scene.GetNode(Idx);
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vector<sGinAnim> const &NodeAnim=ThisNode.GetAnim();
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int FrameCount=NodeAnim.size();
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if (!ThisNode.Pts.size()) // Dont export Skin as bone
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{
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BuildBoneOut(ThisBone,ThisNode);
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ThisBone.WeightList=(sWeight*)WeightList.size();
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fwrite(&ThisBone, sizeof(sBone), 1, File);
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sBoneAnim FrameList;
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FrameList.Idx.resize(FrameCount);
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// build Weight List
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for (int Weight=0; Weight<ThisBone.WeightCount; Weight++)
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for (int i=0; i<FrameCount; i++)
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{
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sWeight OutWeight;
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BuildWeightOut(OutWeight,ThisNode.Weights[Weight]);
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WeightList.push_back(OutWeight);
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sGinAnim const &InFrame=NodeAnim[i];
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sQuat ThisFrame;
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ThisFrame.vx=round(InFrame.Ang.x*4096);
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ThisFrame.vy=round(InFrame.Ang.y*4096);
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ThisFrame.vz=round(InFrame.Ang.z*4096);
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ThisFrame.vw=round(InFrame.Ang.w*4096);
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FrameList.Idx[i]=QuatList.Add(ThisFrame);
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QuatCount++;
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}
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ThisAnim.BoneAnim.push_back(FrameList);
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}
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int ChildCount=ThisNode.GetPruneChildCount();
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for (int Loop=0;Loop<ChildCount;Loop++) WriteBone(ThisNode.PruneChildList[Loop]);
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for (int Loop=0;Loop<ChildCount;Loop++) ProcessSkel(Scene,ThisAnim,ThisNode.PruneChildList[Loop]);
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return(FrameCount);
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}
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//***************************************************************************
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void CMkActor3d::BuildBoneOut(sBone &OutBone,CNode const &InNode)
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void CMkAnim3d::Write(GString &Filename)
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{
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OutBone.BoneSize.vx =round(InNode.Pos.x*Scale);
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OutBone.BoneSize.vy =round(InNode.Pos.y*Scale);
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OutBone.BoneSize.vz =round(InNode.Pos.z*Scale);
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OutBone.Idx=InNode.PruneIdx-1;
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OutBone.Parent=InNode.PruneParentIdx-1;
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OutBone.WeightCount=InNode.Weights.size();
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int Anim,AnimCount=AnimList.size();
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sAnim3dFileHdr FileHdr;
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sAnim3dHdr Hdr;
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int x,y,z,w;
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File=fopen(Filename,"wb");
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x=round(InNode.Ang.x*4096);
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y=round(InNode.Ang.y*4096);
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z=round(InNode.Ang.z*4096);
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w=round(InNode.Ang.w*4096);
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// 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);
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printf("/*%i*/\t{%d,%d,%d,%d},\t/*%s*/\n",OutBone.Idx,x,y,z,w,InNode.Name);
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// Write Dummy FileHdr
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FileHdr.AnimCount=AnimCount;
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FileHdr.BoneCount=BoneCount;
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fwrite(&FileHdr,1,sizeof(sAnim3dFileHdr),File);
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// Write Dummy AnimHdrs
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for (Anim=0; Anim<AnimCount; Anim++)
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{
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fwrite(&Hdr,1,sizeof(sAnim3dHdr),File);
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}
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// Write Anims
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for (Anim=0; Anim<AnimCount; Anim++)
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{
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AnimList[Anim].FileOfs=WriteAnim(AnimList[Anim]);
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}
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// Write QuatTable
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FileHdr.QuatTable=(sQuat*)WriteQuatTable();
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// ReWrite FileHdr
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fseek(File, 0, SEEK_SET);
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fwrite(&FileHdr,1,sizeof(sAnim3dFileHdr),File);
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// Rewrite Dummy AnimHdrs
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for (Anim=0; Anim<AnimCount; Anim++)
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{
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Hdr.FrameCount=AnimList[Anim].FrameCount;
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Hdr.Anim=(u16*)AnimList[Anim].FileOfs;
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fwrite(&Hdr,1,sizeof(sAnim3dHdr),File);
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}
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fclose(File);
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}
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//***************************************************************************
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void CMkActor3d::BuildWeightOut(sWeight &OutWeight,sGinWeight const &InWeight)
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int CMkAnim3d::WriteAnim(sAnim const &ThisAnim)
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{
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OutWeight.vx=round(InWeight.Pos.x*Scale);
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OutWeight.vy=round(InWeight.Pos.y*Scale);
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OutWeight.vz=round(InWeight.Pos.z*Scale);
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OutWeight.VtxNo=InWeight.VertNo;
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}
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//***************************************************************************
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int CMkActor3d::WriteWeightList()
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{
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int ListSize=WeightList.size();
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int Pos=ftell(File);
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for (int Frame=0; Frame<ThisAnim.FrameCount; Frame++)
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{
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// printf("Frame %i/%i\r",Frame,ThisAnim.FrameCount);
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for (int Bone=0; Bone<BoneCount; Bone++)
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{
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u16 ThisIdx=ThisAnim.BoneAnim[Bone].Idx[Frame];
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fwrite(&ThisIdx,1,sizeof(u16),File);
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}
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}
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return(Pos);
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}
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//***************************************************************************
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int CMkAnim3d::WriteQuatTable()
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{
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int Pos=ftell(File);
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int ListSize=QuatList.size();
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for (int i=0; i<ListSize; i++)
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{
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sWeight &OutWeight=WeightList[i];
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fwrite(&OutWeight, sizeof(sWeight), 1, File);
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sQuat &ThisQuat=QuatList[i];
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fwrite(&ThisQuat,1,sizeof(sQuat),File);
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}
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//------------
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printf("%i Anims\n",AnimList.size());
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printf("QuatCount=%i\t=%i\n",QuatCount,QuatCount*sizeof(sQuat));
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printf("ListSize=%i\t=%i\n",ListSize,(ListSize*sizeof(sQuat))+(QuatCount*sizeof(u16)));
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return(Pos);
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}
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@ -251,36 +208,33 @@ int Pos=ftell(File);
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void Usage(char *ErrStr)
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{
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printf("\nMkActor3d: by Dave\n");
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printf("Usage: MkActor3d <file> [ <file>.. ] [ switches.. ]\n");
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printf("\nMkAnim3d: by Dave\n");
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printf("Usage: MkAnim3d <file> [ <file>.. ] [ switches.. ]\n");
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printf("Switches:\n");
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printf(" -o:[FILE] Set output Dir\n");
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printf(" -s:nn Set Scaling value\n");
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printf(" -t:p,w,h Set TPage No,Width,Height\n");
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printf(" -o:[FILE] Set output File\n");
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printf(" -d: Enable Debug output\n");
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printf(" -q: Enable Quadding\n");
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GObject::Error(ERR_FATAL,ErrStr);
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}
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//***************************************************************************
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int main (int argc, char *argv[])
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{
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CMkAnim3d AnimBank;
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CommandLine(argc,argv,CycleCommands);
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if (OutStr.Empty()) Usage("No Output File Set\n");
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if (TPBase==-1) Usage("No TPage Set\n");
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vector<GString> const &Files = MyFiles.GetFileInfoVector();
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for (int Loop=0; Loop<Files.size(); Loop++)
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{
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CMkActor3d ThisActor(Files[Loop],OutStr,TPBase,TPWidth,TPHeight);
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ThisActor.Load();
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ThisActor.Process();
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ThisActor.Write();
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AnimBank.Add(Files[Loop]);
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}
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AnimBank.Write(OutStr);
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return 0;
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}
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/*
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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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*/
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@ -1,45 +1,47 @@
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/**********************************/
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/*** SpongeBob 3d Actor Creator ***/
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/**********************************/
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/*********************************/
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/*** SpongeBob 3d Anim Creator ***/
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/*********************************/
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#include <Vector3.h>
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#include <List.h>
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#include <FaceStore.h>
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#include "..\mapedit\ExportPSXHdr.h"
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//***************************************************************************
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class CMkActor3d
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struct sBoneAnim
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{
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vector<sQuat> Quat;
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vector<int> Idx;
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};
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struct sAnim
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{
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int FrameCount;
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vector<sBoneAnim> BoneAnim;
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int FileOfs;
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};
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//***************************************************************************
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class CMkAnim3d
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{
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public:
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CMkActor3d(GString const &In,GString const &Out,int TPBase,int TPW,int TPH);
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CMkAnim3d()
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{
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BoneCount=-1;
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}
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void Load();
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void Process();
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void Write();
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void Add(GString const &Filename);
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void Write(GString &Filename);
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private:
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void BuildSkin(int Idx=0);
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void WriteBone(int Idx);
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void BuildBoneOut(sBone &OutBone,CNode const &InNode);
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void BuildWeightOut(sWeight &OutWeight,sGinWeight const &InWeight);
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int WriteWeightList();
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int ProcessSkel(CScene &Scene,sAnim &ThisAnim,int Idx);
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int WriteAnim(sAnim const &ThisAnim);
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int WriteQuatTable();
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GString InFilename,InPath,Name,OutFile,OutDir;
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CScene Scene;
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CFaceStore FaceList;
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vector<sWeight> WeightList;
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CList<sTri> OutTriList;
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CList<sVtx> OutVtxList;
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sActor3dHdr FileHdr;
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int BoneCount;
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vector<sAnim> AnimList;
|
||||
CList<sQuat> QuatList;
|
||||
FILE *File;
|
||||
|
||||
int TPageBase;
|
||||
int TPageWidth,TPageHeight;
|
||||
|
||||
};
|
||||
|
||||
//***************************************************************************
|
||||
|
@ -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
|
||||
# ------
|
||||
|
Loading…
Reference in New Issue
Block a user