240 lines
No EOL
6.7 KiB
C++
240 lines
No EOL
6.7 KiB
C++
/**********************************/
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/*** SpongeBob 3d Anim 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 "MkAnim3d.h"
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using namespace std;
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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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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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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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void CMkAnim3d::Add(GString const &Filename)
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{
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CScene Scene;
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int ThisBoneCount;
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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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// 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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// 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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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<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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sBoneAnim FrameList;
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FrameList.Idx.resize(FrameCount);
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for (int i=0; i<FrameCount; i++)
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{
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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++) 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 CMkAnim3d::Write(GString &Filename)
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{
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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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File=fopen(Filename,"wb");
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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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int CMkAnim3d::WriteAnim(sAnim const &ThisAnim)
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{
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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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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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//***************************************************************************
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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("\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 File\n");
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printf(" -d: Enable Debug output\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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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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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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*/ |