SBSPSS/Utils/MkAnim3d/MkAnim3d.cpp
2001-01-12 22:38:19 +00:00

297 lines
6.9 KiB
C++

/**********************************/
/*** SpongeBob 3d Anim Creator ***/
/**********************************/
#include "stdio.h"
#include <misc.hpp>
#include <conio.h>
#include <iostream.h>
#include <vector>
#include <PsxLib.h>
#include <FaceStore.h>
#include "MkAnim3d.h"
using namespace std;
int QuatCount=0;
//***************************************************************************
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;
default:
GObject::Error(ERR_FATAL,"Unknown switch %s",String);
break;
}
}
else
{
GString UpperName(String);
UpperName.Upper();
MyFiles.AddFile(UpperName);
}
return(String);
}
//***************************************************************************
//***************************************************************************
//***************************************************************************
void CMkAnim3d::Add(GString const &Filename)
{
CScene Scene;
int ThisBoneCount;
printf("%s\n",Filename);
Scene.Load(Filename);
ThisBoneCount=Scene.GetPruneTreeSize()-2;
// Check Skeleton
if (BoneCount==-1)
{
BoneCount=ThisBoneCount;
}
else
{
if (BoneCount!=ThisBoneCount)
{
GObject::Error(ERR_FATAL,"Invalid skeleton\n");
}
}
// Process Anim
sAnim ThisAnim;
ThisAnim.FrameCount=ProcessSkelMove(Scene,ThisAnim,1);
ProcessSkelAnim(Scene,ThisAnim,1);
AnimList.push_back(ThisAnim);
}
//***************************************************************************
int CMkAnim3d::ProcessSkelMove(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].vx=round(NodeAnim[i].Pos.x*Scale);
Move[i]=-round(NodeAnim[i].Pos.y*Scale);
// Move[i].vz=round(NodeAnim[i].Pos.z*Scale);
}
return(FrameCount);
}
//***************************************************************************
void CMkAnim3d::ProcessSkelAnim(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
{
sBoneAnim FrameList;
FrameList.Idx.resize(FrameCount);
for (int i=0; i<FrameCount; i++)
{
sGinAnim const &InFrame=NodeAnim[i];
sQuat ThisFrame;
Quaternion ThisQuat=InFrame.Ang;
/* if (Idx==1)
{
Matrix4x4 Mtx;
ThisQuat.ToMatrix(Mtx);
Mtx.m_M[0][1]=-Mtx.m_M[0][1];
Mtx.m_M[1][1]=-Mtx.m_M[1][1];
Mtx.m_M[2][1]=-Mtx.m_M[2][1];
Mtx.m_M[3][1]=-Mtx.m_M[3][1];
Mtx.ToQuaternion(ThisQuat);
}
*/
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);
QuatCount++;
}
ThisAnim.BoneAnim.push_back(FrameList);
}
int ChildCount=ThisNode.GetPruneChildCount();
for (int Loop=0;Loop<ChildCount;Loop++) ProcessSkelAnim(Scene,ThisAnim,ThisNode.PruneChildList[Loop]);
}
//***************************************************************************
void CMkAnim3d::Write(GString &Filename)
{
int Anim,AnimCount=AnimList.size();
sAnim3dFileHdr FileHdr;
sAnim3dHdr Hdr;
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 QuatTable
FileHdr.QuatTable=(sQuat*)WriteQuatTable();
// Write Movements
for (Anim=0; Anim<AnimCount; Anim++)
{
AnimList[Anim].MoveOfs=WriteMove(AnimList[Anim]);
}
// Write Anims (u16 can cause address errors, so write last
for (Anim=0; Anim<AnimCount; Anim++)
{
AnimList[Anim].AnimOfs=WriteAnim(AnimList[Anim]);
}
// 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.Move=(s32*)AnimList[Anim].MoveOfs;
Hdr.Anim=(u16*)AnimList[Anim].AnimOfs;
fwrite(&Hdr,1,sizeof(sAnim3dHdr),File);
}
fclose(File);
}
//***************************************************************************
int CMkAnim3d::WriteMove(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 CMkAnim3d::WriteAnim(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 CMkAnim3d::WriteQuatTable()
{
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());
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);
}
//***************************************************************************
//***************************************************************************
//***************************************************************************
void Usage(char *ErrStr)
{
printf("\nMkAnim3d: by Dave\n");
printf("Usage: MkAnim3d <file> [ <file>.. ] [ switches.. ]\n");
printf("Switches:\n");
printf(" -o:[FILE] Set output File\n");
printf(" -d: Enable Debug output\n");
printf(" -s: Set Scale\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");
vector<GString> const &Files = MyFiles.GetFileInfoVector();
for (int Loop=0; Loop<Files.size(); Loop++)
{
AnimBank.Add(Files[Loop]);
}
AnimBank.Write(OutStr);
return 0;
}