This commit is contained in:
Daveo 2001-01-12 22:38:19 +00:00
parent 2ce3536060
commit 3d74ef38c3
3 changed files with 96 additions and 32 deletions

View file

@ -105,7 +105,7 @@ void CMkActor3d::Process()
{ {
BuildSkin(); BuildSkin();
FaceList.SetTexBasePath(InPath); FaceList.SetTexBasePath(InPath);
FaceList.SetTexOut(OutFile+".Tex",1,1,1); FaceList.SetTexOut(OutFile+".Tex",TPageBase,TPageWidth,TPageHeight);
FaceList.SetTexDebugOut(OutFile+".Lbm"); FaceList.SetTexDebugOut(OutFile+".Lbm");
FaceList.Process(); FaceList.Process();
@ -148,20 +148,21 @@ GString OutName=OutFile+".A3d";
fwrite(&FileHdr,1,sizeof(sActor3dHdr),File); fwrite(&FileHdr,1,sizeof(sActor3dHdr),File);
// Write Skeleton // Write Skeleton
FileHdr.NodeData=ftell(File); FileHdr.BoneCount=Scene.GetPruneTreeSize()-1-1; // Skip Scene & skin
FileHdr.BoneList=(sBone*)ftell(File);
WriteBone(1); WriteBone(1);
// Write Tris // Write Tris
FileHdr.TriCount=FaceList.GetTriFaceCount(); FileHdr.TriCount=FaceList.GetTriFaceCount();
FileHdr.TriData=FaceList.WriteTriList(File); FileHdr.TriList=(sTri*)FaceList.WriteTriList(File);
printf("%i Tris\n",FileHdr.TriCount); printf("%i Tris\n",FileHdr.TriCount);
// Write Quads // Write Quads
FileHdr.QuadCount=FaceList.GetQuadFaceCount(); FileHdr.QuadCount=FaceList.GetQuadFaceCount();
FileHdr.QuadData=FaceList.WriteQuadList(File); FileHdr.QuadList=(sQuad*)FaceList.WriteQuadList(File);
printf("%i Quads\n",FileHdr.QuadCount); printf("%i Quads\n",FileHdr.QuadCount);
// Write WeightList // Write WeightList
FileHdr.WeightCount=WeightList.size(); FileHdr.WeightCount=WeightList.size();
FileHdr.WeightData=WriteWeightList(); FileHdr.WeightList=(sWeight*)WriteWeightList();
printf("%i Weight\n",FileHdr.WeightCount); printf("%i Weight\n",FileHdr.WeightCount);
printf("Size=%i\n",ftell(File)); printf("Size=%i\n",ftell(File));
@ -198,11 +199,14 @@ int ChildCount=ThisNode.GetPruneChildCount();
} }
//*************************************************************************** //***************************************************************************
void CMkActor3d::BuildBoneOut(sBone &OutBone,CNode const &InNode) void CMkActor3d::BuildBoneOut(sBone &OutBone,CNode const &InNode)
{ {
OutBone.BoneSize.vx =round(InNode.Pos.x*Scale); Vector3 const &Vtx=InNode.Pos;
OutBone.BoneSize.vy =round(InNode.Pos.y*Scale);
OutBone.BoneSize.vz =round(InNode.Pos.z*Scale); OutBone.BoneSize.vx =round(Vtx.x*Scale);
OutBone.BoneSize.vy =round(Vtx.y*Scale);
OutBone.BoneSize.vz =round(Vtx.z*Scale);
OutBone.Idx=InNode.PruneIdx-1; OutBone.Idx=InNode.PruneIdx-1;
OutBone.Parent=InNode.PruneParentIdx-1; OutBone.Parent=InNode.PruneParentIdx-1;
OutBone.WeightCount=InNode.Weights.size(); OutBone.WeightCount=InNode.Weights.size();
@ -217,7 +221,6 @@ void CMkActor3d::BuildWeightOut(sWeight &OutWeight,sGinWeight const &InWeight
OutWeight.VtxNo=InWeight.VertNo; OutWeight.VtxNo=InWeight.VertNo;
} }
//*************************************************************************** //***************************************************************************
int CMkActor3d::WriteWeightList() int CMkActor3d::WriteWeightList()
{ {
@ -227,6 +230,7 @@ int Pos=ftell(File);
for (int i=0; i<ListSize; i++) for (int i=0; i<ListSize; i++)
{ {
sWeight &OutWeight=WeightList[i]; sWeight &OutWeight=WeightList[i];
fwrite(&OutWeight, sizeof(sWeight), 1, File); fwrite(&OutWeight, sizeof(sWeight), 1, File);
} }

View file

@ -35,6 +35,10 @@ char * CycleCommands(char *String,int Num)
case 'd': case 'd':
DebugOn =true; DebugOn =true;
break; break;
case 's':
TpStr= CheckFileString(String);
Scale=atof(TpStr);
break;
default: default:
GObject::Error(ERR_FATAL,"Unknown switch %s",String); GObject::Error(ERR_FATAL,"Unknown switch %s",String);
break; break;
@ -78,13 +82,32 @@ int ThisBoneCount;
// Process Anim // Process Anim
sAnim ThisAnim; sAnim ThisAnim;
ThisAnim.FrameCount=ProcessSkel(Scene,ThisAnim,1); ThisAnim.FrameCount=ProcessSkelMove(Scene,ThisAnim,1);
ProcessSkelAnim(Scene,ThisAnim,1);
AnimList.push_back(ThisAnim); 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;
int CMkAnim3d::ProcessSkel(CScene &Scene,sAnim &ThisAnim,int Idx) 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); CNode &ThisNode=Scene.GetNode(Idx);
vector<sGinAnim> const &NodeAnim=ThisNode.GetAnim(); vector<sGinAnim> const &NodeAnim=ThisNode.GetAnim();
@ -99,10 +122,23 @@ int FrameCount=NodeAnim.size();
{ {
sGinAnim const &InFrame=NodeAnim[i]; sGinAnim const &InFrame=NodeAnim[i];
sQuat ThisFrame; sQuat ThisFrame;
ThisFrame.vx=round(InFrame.Ang.x*4096); Quaternion ThisQuat=InFrame.Ang;
ThisFrame.vy=round(InFrame.Ang.y*4096);
ThisFrame.vz=round(InFrame.Ang.z*4096); /* if (Idx==1)
ThisFrame.vw=round(InFrame.Ang.w*4096); {
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); FrameList.Idx[i]=QuatList.Add(ThisFrame);
QuatCount++; QuatCount++;
} }
@ -111,9 +147,7 @@ int FrameCount=NodeAnim.size();
int ChildCount=ThisNode.GetPruneChildCount(); int ChildCount=ThisNode.GetPruneChildCount();
for (int Loop=0;Loop<ChildCount;Loop++) ProcessSkel(Scene,ThisAnim,ThisNode.PruneChildList[Loop]); for (int Loop=0;Loop<ChildCount;Loop++) ProcessSkelAnim(Scene,ThisAnim,ThisNode.PruneChildList[Loop]);
return(FrameCount);
} }
//*************************************************************************** //***************************************************************************
@ -137,15 +171,22 @@ sAnim3dHdr Hdr;
{ {
fwrite(&Hdr,1,sizeof(sAnim3dHdr),File); fwrite(&Hdr,1,sizeof(sAnim3dHdr),File);
} }
// Write Anims
for (Anim=0; Anim<AnimCount; Anim++)
{
AnimList[Anim].FileOfs=WriteAnim(AnimList[Anim]);
}
// Write QuatTable // Write QuatTable
FileHdr.QuatTable=(sQuat*)WriteQuatTable(); 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 // ReWrite FileHdr
fseek(File, 0, SEEK_SET); fseek(File, 0, SEEK_SET);
fwrite(&FileHdr,1,sizeof(sAnim3dFileHdr),File); fwrite(&FileHdr,1,sizeof(sAnim3dFileHdr),File);
@ -155,7 +196,8 @@ sAnim3dHdr Hdr;
for (Anim=0; Anim<AnimCount; Anim++) for (Anim=0; Anim<AnimCount; Anim++)
{ {
Hdr.FrameCount=AnimList[Anim].FrameCount; Hdr.FrameCount=AnimList[Anim].FrameCount;
Hdr.Anim=(u16*)AnimList[Anim].FileOfs; Hdr.Move=(s32*)AnimList[Anim].MoveOfs;
Hdr.Anim=(u16*)AnimList[Anim].AnimOfs;
fwrite(&Hdr,1,sizeof(sAnim3dHdr),File); fwrite(&Hdr,1,sizeof(sAnim3dHdr),File);
} }
@ -163,6 +205,23 @@ sAnim3dHdr Hdr;
} }
//***************************************************************************
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 CMkAnim3d::WriteAnim(sAnim const &ThisAnim)
{ {
@ -170,7 +229,6 @@ int Pos=ftell(File);
for (int Frame=0; Frame<ThisAnim.FrameCount; Frame++) for (int Frame=0; Frame<ThisAnim.FrameCount; Frame++)
{ {
// printf("Frame %i/%i\r",Frame,ThisAnim.FrameCount);
for (int Bone=0; Bone<BoneCount; Bone++) for (int Bone=0; Bone<BoneCount; Bone++)
{ {
u16 ThisIdx=ThisAnim.BoneAnim[Bone].Idx[Frame]; u16 ThisIdx=ThisAnim.BoneAnim[Bone].Idx[Frame];
@ -213,6 +271,7 @@ void Usage(char *ErrStr)
printf("Switches:\n"); printf("Switches:\n");
printf(" -o:[FILE] Set output File\n"); printf(" -o:[FILE] Set output File\n");
printf(" -d: Enable Debug output\n"); printf(" -d: Enable Debug output\n");
printf(" -s: Set Scale\n");
GObject::Error(ERR_FATAL,ErrStr); GObject::Error(ERR_FATAL,ErrStr);
} }
@ -235,6 +294,3 @@ vector<GString> const &Files = MyFiles.GetFileInfoVector();
return 0; return 0;
} }
/*
c:\spongebob\graphics\characters\spongebob\sbanim\buttbounce.gin c:\spongebob\graphics\characters\spongebob\sbanim\deathelectric.gin c:\spongebob\graphics\characters\spongebob\sbanim\deathfall.gin c:\spongebob\graphics\characters\spongebob\sbanim\electricshock.gin c:\spongebob\graphics\characters\spongebob\sbanim\fall.gin c:\spongebob\graphics\characters\spongebob\sbanim\fireaim.gin c:\spongebob\graphics\characters\spongebob\sbanim\firerecoill.gin c:\spongebob\graphics\characters\spongebob\sbanim\float.gin c:\spongebob\graphics\characters\spongebob\sbanim\getup.gin c:\spongebob\graphics\characters\spongebob\sbanim\hitground01.gin c:\spongebob\graphics\characters\spongebob\sbanim\hover.gin c:\spongebob\graphics\characters\spongebob\sbanim\idleboots.gin c:\spongebob\graphics\characters\spongebob\sbanim\idlecoral.gin c:\spongebob\graphics\characters\spongebob\sbanim\idlecoral01.gin c:\spongebob\graphics\characters\spongebob\sbanim\idlegeneric01.gin c:\spongebob\graphics\characters\spongebob\sbanim\idlegeneric02.gin c:\spongebob\graphics\characters\spongebob\sbanim\idlegeneric03.gin c:\spongebob\graphics\characters\spongebob\sbanim\idlegeneric04.gin c:\spongebob\graphics\characters\spongebob\sbanim\idlegeneric05.gin c:\spongebob\graphics\characters\spongebob\sbanim\idlelauncher.gin c:\spongebob\graphics\characters\spongebob\sbanim\idlenet.gin -o:\temp\anim.bnk
*/

View file

@ -9,7 +9,7 @@
//*************************************************************************** //***************************************************************************
struct sBoneAnim struct sBoneAnim
{ {
vector<sQuat> Quat; // vector<sQuat> Quat;
vector<int> Idx; vector<int> Idx;
}; };
@ -17,7 +17,9 @@ struct sAnim
{ {
int FrameCount; int FrameCount;
vector<sBoneAnim> BoneAnim; vector<sBoneAnim> BoneAnim;
int FileOfs; vector<s32> Move;
int AnimOfs;
int MoveOfs;
}; };
//*************************************************************************** //***************************************************************************
@ -33,7 +35,9 @@ public:
void Write(GString &Filename); void Write(GString &Filename);
private: private:
int ProcessSkel(CScene &Scene,sAnim &ThisAnim,int Idx); int ProcessSkelMove(CScene &Scene,sAnim &ThisAnim,int Idx);
void ProcessSkelAnim(CScene &Scene,sAnim &ThisAnim,int Idx);
int WriteMove(sAnim const &ThisAnim);
int WriteAnim(sAnim const &ThisAnim); int WriteAnim(sAnim const &ThisAnim);
int WriteQuatTable(); int WriteQuatTable();