417 lines
11 KiB
C++
417 lines
11 KiB
C++
/**********************************/
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/*** SpongeBob 3d Actor Creator ***/
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/**********************************/
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#include "stdio.h"
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#include <misc.hpp>
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#include <conio.h>
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#include <iostream.h>
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#include <vector>
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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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using namespace std;
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//graphics/Characters/SpongeBob/SpongeBob.Gin -o:out/USA/data/Actors -t:24,1,1 -s:256
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// -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
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//***************************************************************************
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int TPBase=-1,TPWidth=-1,TPHeight=-1;
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std::vector<GString> ExtraTex;
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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,i;
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if (String[0]=='-' || String[0]=='/')
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{
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GString TpStr;
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switch (String[1])
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{
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// Switches
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case 'o':
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OutStr = CheckFileString(String);
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break;
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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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break;
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case 'a':
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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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for (i=0; i<Count+1; i++)
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{
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ExtraTex.push_back(TextPtr);
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TextPtr+=strlen(TextPtr)+1;
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}
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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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}
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}
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else
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{
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GString UpperName(String);
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UpperName.Upper();
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MyFiles.AddFile(UpperName);
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}
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return(String);
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}
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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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{
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GFName File=In;
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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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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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TPageBase=TPBase;
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TPageWidth=TPW ;
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TPageHeight=TPH;
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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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//***************************************************************************
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//***************************************************************************
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void CMkActor3d::BuildBoneOut(sBone &OutBone,CNode const &InNode,int ParentBoneIdx)
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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.BoneAng.vx=round(InNode.Ang.x*4096);
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OutBone.BoneAng.vy=round(InNode.Ang.y*4096);
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OutBone.BoneAng.vz=round(InNode.Ang.z*4096);
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OutBone.BoneAng.vw=round(InNode.Ang.w*4096);
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OutBone.Parent=ParentBoneIdx;
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OutBone.VtxCount=0;
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OutBone.TriCount=0;
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OutBone.TriStart=0;
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}
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//***************************************************************************
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void CMkActor3d::ProcessSkel(int Idx,int ParentIdx)
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{
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CNode &ThisNode=Scene.GetNode(Idx);
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CNode &ParentNode=Scene.GetNode(ThisNode.ParentIdx);
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vector<sGinTri> const &NodeTriList = ThisNode.GetTris();
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vector<Vector3> const &NodeVtxList = ThisNode.GetRelPts();
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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<int> const &SceneUsedMatList=Scene.GetUsedMaterialIdx();
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int TriCount=NodeTriList.size();
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int ThisIdx=Skel.size();
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sGinSkel &ParentBone=Skel[ParentIdx];
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vector<Vector3> VtxList;
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if (!TriCount)
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{ // Its a Bone!!
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sGinSkel ThisBone;
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BuildBoneOut(ThisBone.Bone,ThisNode,ParentIdx);
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int WeightCount=ThisNode.Weights.size();
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if (WeightCount)
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{
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printf("%s %i\n",ThisNode.Name,WeightCount);
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for (int i=0; i<WeightCount; i++)
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{
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sGinWeight &ThisWeight=ThisNode.Weights[i];
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printf("%i %f %f %f\t\n",ThisWeight.VertNo,NodeVtxList[ThisWeight.VertNo].x,NodeVtxList[ThisWeight.VertNo].y,NodeVtxList[ThisWeight.VertNo].z);
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ThisBone.FaceList.AddVtx((Vector3) NodeVtxList[ThisWeight.VertNo]);
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}
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printf("%i\n",ThisBone.FaceList.GetVtxCount());
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}
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Skel.push_back(ThisBone);
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}
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else
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{ // Model, attach to parent bone
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// build TX Vtx List
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int ListSize=NodeVtxList.size();
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VtxList.resize(ListSize);
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Matrix4x4 Mtx=ThisNode.Mtx;
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Matrix4x4 PMtx=ParentNode.Mtx;
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PMtx.Invert();
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for (int i=0; i<ListSize; i++)
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{
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Vector3 Vtx=NodeVtxList[i];
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Vtx=Mtx*Vtx;
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Vtx=PMtx*Vtx;
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VtxList[i]=Vtx;
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}
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int WeightCount=ParentNode.Weights.size();
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if (WeightCount)
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{
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printf("%s %i\n",ParentNode.Name,WeightCount);
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for (int i=0; i<WeightCount; i++)
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{
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sGinWeight &ThisWeight=ParentNode.Weights[i];
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printf("%i %f %f %f\t\n",ThisWeight.VertNo,VtxList[ThisWeight.VertNo].x,VtxList[ThisWeight.VertNo].y,VtxList[ThisWeight.VertNo].z);
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}
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// printf("%i\n",ThisBone.FaceList.GetVtxCount());
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}
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for (int T=0; T<TriCount; T++)
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{
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int Mat=SceneUsedMatList[NodeMatList[T]];
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ParentBone.FaceList.AddFace( VtxList, NodeTriList[T], NodeUVList[T], SceneTexList[Mat]);
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}
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}
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int ChildCount=ThisNode.GetPruneChildCount();
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for (int Loop=0;Loop<ChildCount ; Loop++) ProcessSkel(ThisNode.PruneChildList[Loop],ThisIdx);
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}
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//***************************************************************************
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void CMkActor3d::BuildSkelOut()
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{
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int ListSize=Skel.size();
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for (int i=0; i<ListSize; i++)
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{
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sGinSkel &ThisBone=Skel[i];
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int VtxStart=FaceList.GetVtxCount();
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int FaceListSize=ThisBone.FaceList.GetFaceCount();
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if (FaceListSize)
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{
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ThisBone.Bone.TriStart=FaceList.GetFaceCount();
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ThisBone.Bone.TriCount=ThisBone.FaceList.GetFaceCount();
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for (int F=0; F<FaceListSize; F++)
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{
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FaceList.AddFace(ThisBone.FaceList[F]);
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// FaceList.ProcessVtx(ThisBone.FaceList[F]);
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}
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ThisBone.Bone.VtxCount=FaceList.GetVtxCount()-VtxStart;
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}
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}
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}
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//***************************************************************************
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void CMkActor3d::WriteSkel()
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{
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int ListSize=Skel.size();
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for (int i=0; i<ListSize; i++)
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{
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sBone &ThisBone=Skel[i].Bone;
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fwrite(&ThisBone, sizeof(sBone), 1, File);
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// printf("%i %i %i\n",i,ThisBone.TriStart,ThisBone.TriCount);
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// printf("%i %i\n",i,ThisBone.VtxCount);
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}
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}
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//***************************************************************************
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void CMkActor3d::Process()
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{
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ProcessSkel(1,-1);
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BuildSkelOut();
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printf("Skel has %i bones\n",Skel.size());
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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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int ListSize=ExtraTex.size();
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for (int i=0; i<ListSize; i++)
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{
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FaceList.AddTex(ExtraTex[i]);
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}
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FaceList.ProcessTextures();
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FaceList.Process();
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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=Skel.size();
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FileHdr.BoneList=(sBone*)ftell(File);
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WriteSkel();
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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 VtxList
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FileHdr.VtxCount=FaceList.GetVtxCount();
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FileHdr.VtxList=(sVtx*)FaceList.WriteVtxList(File);
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printf("%i Vtx\n",FileHdr.VtxCount);
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// Write TexList
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FileHdr.TexInfo=(sTexInfo*)WriteTexInfoList();
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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 CalcTPXY(sTexOutInfo const &In,sTexInfo &Out)
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{
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int TPage=In.Tpage;
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int X,Y,W,H;
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int PixPerWord;
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X=(u8)In.u;
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Y=(u8)In.v;
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W=(u8)In.w;
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H=(u8)In.h;
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switch (((TPage)>>7)&0x003)
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{
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case 0:
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PixPerWord=4;
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break;
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case 1:
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PixPerWord=2;
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break;
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case 2:
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PixPerWord=1;
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break;
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default:
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GObject::Error(ERR_FATAL,"Unknown Pixel Depth");
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break;
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};
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X/=PixPerWord;
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W/=PixPerWord;
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Out.x=(TPage<<6)&0x7c0;
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Out.x+=X;
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Out.y=(TPage<<4)&0x100;
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Out.y+=Y;
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Out.w=W;
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Out.h=H;
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}
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//***************************************************************************
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int CMkActor3d::WriteTexInfoList()
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{
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CTexGrab &TexGrab=FaceList.GetTexGrab();
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std::vector<sTexOutInfo> &TexList=TexGrab.GetTexInfo();
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int ListSize=TexList.size();
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int Pos=ftell(File);
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for (int i=0; i<ListSize; i++)
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{
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sTexInfo OutTex;
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CalcTPXY(TexList[i],OutTex);
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fwrite(&OutTex, sizeof(sTexInfo), 1, File);
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}
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printf("%i Materials\n",ListSize);
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return (Pos);
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}
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//***************************************************************************
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//***************************************************************************
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//***************************************************************************
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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("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(" -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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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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}
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return 0;
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}
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