722 lines
17 KiB
C++
722 lines
17 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 <DaveLib.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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//***************************************************************************
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vector<CMkActor3d> ActorList;
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int TPBase=-1,TPWidth=-1,TPHeight=-1;
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GString TPOutStr;
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//std::vector<GString> ExtraTex;
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CTexGrab CMkActor3d::TexGrab;
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//***************************************************************************
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char * CycleCommands(char *String,int Num)
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{
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char Text[2048],*TextPtr;
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int Count;
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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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OutStr.Upper();
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OutStr.Append('/');
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break;
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case 'i':
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IncludeFile = CheckFileString(String);
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IncludeFile.Upper();
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IncludeFile.Append('/');
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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 'g':
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TPOutStr= CheckFileString(String);
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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) 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 '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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void Usage(char *ErrStr)
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{
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printf("\nMkActor3d (usese scripts): 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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int i,ListSize;
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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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vector<GString> const &Files = MyFiles.GetFileInfoVector();
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for (i=0; i<Files.size(); i++)
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{
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ActorList.push_back(CMkActor3d(Files[i]));
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}
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CMkActor3d::SetTPData(TPOutStr,TPBase,TPWidth,TPHeight);
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ListSize=ActorList.size();
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for (i=0; i<ListSize; i++)
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{
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ActorList[i].ActorLoad();
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ActorList[i].ActorProcess();
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ActorList[i].AnimLoad();
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}
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CMkActor3d::TexGrab.Process();
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for (i=0; i<ListSize; i++)
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{
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ActorList[i].ActorWrite();
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}
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return 0;
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}
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//***************************************************************************
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//***************************************************************************
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//***************************************************************************
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CMkActor3d::CMkActor3d(GString const &String)
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{
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GString UpperName(String);
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UpperName.Upper();
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GFName File=UpperName;
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InFilename=UpperName;
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InPath=File.Drive();
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InPath+=File.Dir();
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InPath.Append('\\');
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Name=File.File();
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}
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//***************************************************************************
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void CMkActor3d::SetTPData(const char *Name,int TPBase,int TPW,int TPH)
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{
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GString Filename=OutStr+Name;
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GString IncName;
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IncName=IncludeFile;
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IncName+=Name;
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TexGrab.SetTPage(TPBase,TPW,TPH);
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TexGrab.SetOutFile(Filename+".Tex");
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TexGrab.SetDebugOut(Filename+".Lbm");
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TexGrab.SetIncFile(IncName+".h");
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TexGrab.NoSort();
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TexGrab.AnimatedHeadersOnly(true);
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TexGrab.DontOutputBoxes(true);
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TexGrab.AllowRotate(true);
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TexGrab.FileRecursion(true);
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}
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//***************************************************************************
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void CMkActor3d::ActorLoad()
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{
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OutFile=OutStr+Name;
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IncFile=IncludeFile;
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IncFile+="ACTOR_";
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IncFile+=Name;
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Scene.Load(InFilename);
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ReadScript(InPath+"TexList.Txt",InTexList);
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ReadScript(InPath+"AnimList.Txt",InAnimList);
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}
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//***************************************************************************
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void CMkActor3d::ReadScript(const char *Filename,vector<GString> &List)
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{
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char *Script,*Ptr;
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int Size;
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File=fopen(Filename,"rb");
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if (!File) return;
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fseek(File,0,SEEK_END);
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Size=ftell(File);
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fseek(File,0,SEEK_SET);
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Script=(char*)malloc(Size+1);
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// Load It
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fread(Script,Size,1,File);
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fclose(File);
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// Extract Names
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Ptr=Script;
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Script[Size]=0;
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while (*Ptr)
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{
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GString Str;
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while (*Ptr=='\n' || *Ptr=='\r'|| *Ptr==' ') *Ptr++; // Skip gaff
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if (*Ptr)
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{
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if (*Ptr=='#')
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{ // Skip commented lines
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while (*Ptr!='\n' && *Ptr) Ptr++;
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}
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else
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{ // Read data
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while (*Ptr!=' ' && *Ptr!='\n' && *Ptr!='\r' && *Ptr)
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{
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Str.Append(*Ptr++);
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}
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List.push_back(Str);
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}
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}
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}
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free(Script);
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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.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.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<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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}
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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 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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VtxList[i]=PMtx*NodeVtxList[i];
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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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if (Mat>SceneTexList.size()) GObject::Error(ERR_FATAL,"Crap Material ID, wanted %i, only have %i\n",Mat,SceneTexList.size());
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GString TexName=InPath+SceneTexList[Mat];
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Scale*=16;;
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ParentBone.FaceList.AddFace( VtxList, NodeTriList[T], NodeUVList[T], TexName,0,false);
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Scale/=16;;
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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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BoneCount=Skel.size();
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FaceList.SetTexGrab(TexGrab);
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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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Scale*=16;
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FaceList.AddFace(ThisBone.FaceList[F],true);
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Scale/=16;
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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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}
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}
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//***************************************************************************
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void CMkActor3d::ActorProcess()
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{
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ProcessSkel(1,-1);
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BuildSkelOut();
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printf("%s has %i bones\n",Name,BoneCount);
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int ListSize=InTexList.size();
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for (int i=0; i<ListSize; i++)
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{
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GString Filename=InPath;
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Filename+="Textures/";
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Filename+=InTexList[i]+".Bmp";
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Filename.Upper();
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FaceList.AddTex(Filename);
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}
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}
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//***************************************************************************
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//***************************************************************************
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void Rescale(vector<sVtx> const &InList,vector<sVtx> &OutList)
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{
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int i,ListSize=InList.size();
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int S=16;
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OutList.resize(ListSize);
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if (!ListSize) return;
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printf("Rescale Factor %i\n",S);
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for (i=0; i<ListSize;i++)
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{
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sVtx const &In=InList[i];
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sVtx &Out=OutList[i];
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Out.vx=In.vx/S;
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Out.vy=In.vy/S;
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Out.vz=In.vz/S;
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}
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}
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//***************************************************************************
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void CMkActor3d::ActorWrite()
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{
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GString OutName=OutFile+".A3d";
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FaceList.Process();
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printf("Write %s:\t",Name);
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File=fopen(OutName,"wb");
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// Write Dummy Hdr
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fwrite(&FileHdr,1,sizeof(sActorHdr),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("T:%i\t",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("Q:%i\t",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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vector<sVtx> VtxList;
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Rescale(FaceList.GetVtxList(),VtxList);
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FileHdr.VtxList=(sVtx*)FaceList.WriteVtxList(File,VtxList);
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printf("V:%i\t",FileHdr.VtxCount);
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// Write TexList
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FileHdr.TexInfo=(sTexInfo*)WriteTexInfoList();
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// Write anims
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AnimWrite();
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// Rewrite Header
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fseek(File, 0, SEEK_SET);
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fwrite(&FileHdr,1,sizeof(sActorHdr),File);
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fclose(File);
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AnimWriteInclude();
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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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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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// printf("%i %i %i %i\n",OutTex.x,OutTex.y,OutTex.w,OutTex.h);
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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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//*** Anim ******************************************************************
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//***************************************************************************
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void CMkActor3d::AnimLoad()
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{
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int ListSize=InAnimList.size();
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for (int i=0; i<ListSize; i++)
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{
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CScene Scene;
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int ThisBoneCount;
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GString Filename=InPath+InAnimList[i]+".Gin";
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GFName Name=Filename;
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printf("%s\t",Name.File());
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Scene.Load(Filename);
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// Process Anim
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sAnim ThisAnim;
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ThisAnim.Name=Name.File();
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ThisAnim.Name.Upper();
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ThisAnim.FrameCount=AnimProcessSkelMove(Scene,ThisAnim,1);
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AnimProcessSkelAnim(Scene,ThisAnim,1);
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AnimList.push_back(ThisAnim);
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ThisBoneCount=ThisAnim.BoneAnim.size();
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printf("\t(%i Frames)\n",ThisAnim.FrameCount);
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// Check Skeleton
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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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}
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//***************************************************************************
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int CMkActor3d::AnimProcessSkelMove(CScene &Scene,sAnim &ThisAnim,int Idx)
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{
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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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vector<s32> &Move=ThisAnim.Move;
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Move.resize(FrameCount);
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for (int i=0; i<FrameCount; i++)
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{
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Move[i]=-round(NodeAnim[i].Pos.y*Scale);
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}
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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()
|
|
{
|
|
int Anim,AnimCount=AnimList.size();
|
|
sAnimHdr Hdr;
|
|
int HdrPos;
|
|
|
|
// FileHdr
|
|
FileHdr.AnimCount=AnimCount;
|
|
if (!AnimCount) return; // No anims, dont bother
|
|
|
|
// Write Dummy AnimHdrs
|
|
HdrPos=ftell(File);
|
|
FileHdr.AnimList=(sAnimHdr*)HdrPos;
|
|
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 Dummy AnimHdrs
|
|
fseek(File,HdrPos,SEEK_SET);
|
|
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);
|
|
}
|
|
|
|
}
|
|
|
|
//***************************************************************************
|
|
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 *File;
|
|
|
|
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);
|
|
}
|