#include <windows.h> #include <stdio.h> #include <stdlib.h> #include <sys/stat.h> #include <math.h> #include "filesystem_tools.h" #include "cmdlib.h" #include "scriplib.h" #include "mathlib.h" #define EXTERN #include "studio.h" #include "motionmapper.h" #include "vstdlib/strtools.h" #include "vstdlib/icommandline.h" #include "utldict.h" #include "UtlBuffer.h" #include "UtlSymbol.h" bool g_quiet = false; bool g_verbose = false; char g_outfile[1024]; bool uselogfile = false; char g_szFilename[1024]; FILE *g_fpInput; char g_szLine[4096]; int g_iLinecount; bool g_bZBrush = false; bool g_bGaveMissingBoneWarning = false; //----------------------------------------------------------------------------- // Purpose: // Input : depth - // *fmt - // ... - //----------------------------------------------------------------------------- void vprint( int depth, const char *fmt, ... ) { char string[ 8192 ]; va_list va; va_start( va, fmt ); _vsnprintf( string, sizeof( string ) - 1, fmt, va ); va_end( va ); FILE *fp = NULL; if ( uselogfile ) { fp = fopen( "log.txt", "ab" ); } while ( depth-- > 0 ) { vprint( 0, " " ); OutputDebugString( " " ); if ( fp ) { fprintf( fp, " " ); } } ::printf( string ); OutputDebugString( string ); if ( fp ) { char *p = string; while ( *p ) { if ( *p == '\n' ) { fputc( '\r', fp ); } fputc( *p, fp ); p++; } fclose( fp ); } } int k_memtotal; void *kalloc( int num, int size ) { // vprint( 0, "calloc( %d, %d )\n", num, size ); // vprint( 0, "%d ", num * size ); k_memtotal += num * size; return calloc( num, size ); } void kmemset( void *ptr, int value, int size ) { // vprint( 0, "kmemset( %x, %d, %d )\n", ptr, value, size ); memset( ptr, value, size ); return; } static bool g_bFirstWarning = true; void MdlWarning( const char *fmt, ... ) { va_list args; static char output[1024]; if (g_quiet) { if (g_bFirstWarning) { vprint( 0, "%s :\n", fullpath ); g_bFirstWarning = false; } vprint( 0, "\t"); } vprint( 0, "WARNING: "); va_start( args, fmt ); vprint( 0, fmt, args ); } void MdlError( char const *fmt, ... ) { va_list args; if (g_quiet) { if (g_bFirstWarning) { vprint( 0, "%s :\n", fullpath ); g_bFirstWarning = false; } vprint( 0, "\t"); } vprint( 0, "ERROR: "); va_start( args, fmt ); vprint( 0, fmt, args ); exit( -1 ); } int OpenGlobalFile( char *src ) { int time1; char filename[1024]; // local copy of string strcpy( filename, ExpandPath( src ) ); // Ummm, path sanity checking int pathLength; int numBasePaths = CmdLib_GetNumBasePaths(); // This is kinda gross. . . doing the same work in cmdlib on SafeOpenRead. if( CmdLib_HasBasePath( filename, pathLength ) ) { char tmp[1024]; int i; for( i = 0; i < numBasePaths; i++ ) { strcpy( tmp, CmdLib_GetBasePath( i ) ); strcat( tmp, filename + pathLength ); time1 = FileTime( tmp ); if( time1 != -1 ) { if ((g_fpInput = fopen(tmp, "r")) == 0) { MdlWarning( "reader: could not open file '%s'\n", src ); return 0; } else { return 1; } } } return 0; } else { time1 = FileTime (filename); if (time1 == -1) return 0; // Whoohooo, FOPEN! if ((g_fpInput = fopen(filename, "r")) == 0) { MdlWarning( "reader: could not open file '%s'\n", src ); return 0; } return 1; } } bool IsEnd( char const* pLine ) { if (strncmp( "end", pLine, 3 ) != 0) return false; return (pLine[3] == '\0') || (pLine[3] == '\n'); } //Wrong name for the use of it. void scale_vertex( Vector &org ) { org[0] = org[0] * g_currentscale; org[1] = org[1] * g_currentscale; org[2] = org[2] * g_currentscale; } void clip_rotations( RadianEuler& rot ) { int j; // clip everything to : -M_PI <= x < M_PI for (j = 0; j < 3; j++) { while (rot[j] >= M_PI) rot[j] -= M_PI*2; while (rot[j] < -M_PI) rot[j] += M_PI*2; } } void clip_rotations( Vector& rot ) { int j; // clip everything to : -180 <= x < 180 for (j = 0; j < 3; j++) { while (rot[j] >= 180) rot[j] -= 180*2; while (rot[j] < -180) rot[j] += 180*2; } } void Build_Reference( s_source_t *psource) { int i, parent; Vector angle; for (i = 0; i < psource->numbones; i++) { matrix3x4_t m; AngleMatrix( psource->rawanim[0][i].rot, m ); m[0][3] = psource->rawanim[0][i].pos[0]; m[1][3] = psource->rawanim[0][i].pos[1]; m[2][3] = psource->rawanim[0][i].pos[2]; parent = psource->localBone[i].parent; if (parent == -1) { // scale the done pos. // calc rotational matrices MatrixCopy( m, psource->boneToPose[i] ); } else { // calc compound rotational matrices // FIXME : Hey, it's orthogical so inv(A) == transpose(A) ConcatTransforms( psource->boneToPose[parent], m, psource->boneToPose[i] ); } // vprint( 0, "%3d %f %f %f\n", i, psource->bonefixup[i].worldorg[0], psource->bonefixup[i].worldorg[1], psource->bonefixup[i].worldorg[2] ); /* AngleMatrix( angle, m ); vprint( 0, "%8.4f %8.4f %8.4f\n", m[0][0], m[1][0], m[2][0] ); vprint( 0, "%8.4f %8.4f %8.4f\n", m[0][1], m[1][1], m[2][1] ); vprint( 0, "%8.4f %8.4f %8.4f\n", m[0][2], m[1][2], m[2][2] ); */ } } int Grab_Nodes( s_node_t *pnodes ) { // // s_node_t structure: index is index!! // int index; char name[1024]; int parent; int numbones = 0; // Init parent to none for (index = 0; index < MAXSTUDIOSRCBONES; index++) { pnodes[index].parent = -1; } // March through nodes lines while (fgets( g_szLine, sizeof( g_szLine ), g_fpInput ) != NULL) { g_iLinecount++; // get tokens if (sscanf( g_szLine, "%d \"%[^\"]\" %d", &index, name, &parent ) == 3) { // check for duplicated bones /* if (strlen(pnodes[index].name) != 0) { MdlError( "bone \"%s\" exists more than once\n", name ); } */ // copy name to struct array strcpyn( pnodes[index].name, name ); // set parent into struct array pnodes[index].parent = parent; // increment numbones if (index > numbones) { numbones = index; } } else { return numbones + 1; } } MdlError( "Unexpected EOF at line %d\n", g_iLinecount ); return 0; } void Grab_Vertexanimation( s_source_t *psource ) { char cmd[1024]; int index; Vector pos; Vector normal; int t = -1; int count = 0; static s_vertanim_t tmpvanim[MAXSTUDIOVERTS*4]; while (fgets( g_szLine, sizeof( g_szLine ), g_fpInput ) != NULL) { g_iLinecount++; if (sscanf( g_szLine, "%d %f %f %f %f %f %f", &index, &pos[0], &pos[1], &pos[2], &normal[0], &normal[1], &normal[2] ) == 7) { if (psource->startframe < 0) { MdlError( "Missing frame start(%d) : %s", g_iLinecount, g_szLine ); } if (t < 0) { MdlError( "VTA Frame Sync (%d) : %s", g_iLinecount, g_szLine ); } tmpvanim[count].vertex = index; VectorCopy( pos, tmpvanim[count].pos ); VectorCopy( normal, tmpvanim[count].normal ); count++; if (index >= psource->numvertices) psource->numvertices = index + 1; } else { // flush data if (count) { psource->numvanims[t] = count; psource->vanim[t] = (s_vertanim_t *)kalloc( count, sizeof( s_vertanim_t ) ); memcpy( psource->vanim[t], tmpvanim, count * sizeof( s_vertanim_t ) ); } else if (t > 0) { psource->numvanims[t] = 0; } // next command if (sscanf( g_szLine, "%1023s %d", cmd, &index )) { if (strcmp( cmd, "time" ) == 0) { t = index; count = 0; if (t < psource->startframe) { MdlError( "Frame MdlError(%d) : %s", g_iLinecount, g_szLine ); } if (t > psource->endframe) { MdlError( "Frame MdlError(%d) : %s", g_iLinecount, g_szLine ); } t -= psource->startframe; } else if (strcmp( cmd, "end") == 0) { psource->numframes = psource->endframe - psource->startframe + 1; return; } else { MdlError( "MdlError(%d) : %s", g_iLinecount, g_szLine ); } } else { MdlError( "MdlError(%d) : %s", g_iLinecount, g_szLine ); } } } MdlError( "unexpected EOF: %s\n", psource->filename ); } void Grab_Animation( s_source_t *psource ) { Vector pos; RadianEuler rot; char cmd[1024]; int index; int t = -99999999; int size; // Init startframe psource->startframe = -1; // size per frame size = psource->numbones * sizeof( s_bone_t ); // march through animation while (fgets( g_szLine, sizeof( g_szLine ), g_fpInput ) != NULL) { // linecount g_iLinecount++; // split if big enoough if (sscanf( g_szLine, "%d %f %f %f %f %f %f", &index, &pos[0], &pos[1], &pos[2], &rot[0], &rot[1], &rot[2] ) == 7) { // startframe is sanity check for having determined time if (psource->startframe < 0) { MdlError( "Missing frame start(%d) : %s", g_iLinecount, g_szLine ); } // scale if pertinent scale_vertex( pos ); VectorCopy( pos, psource->rawanim[t][index].pos ); VectorCopy( rot, psource->rawanim[t][index].rot ); clip_rotations( rot ); // !!! } else if (sscanf( g_szLine, "%1023s %d", cmd, &index )) { // get time if (strcmp( cmd, "time" ) == 0) { // again time IS an index t = index; if (psource->startframe == -1) { psource->startframe = t; } // sanity check time (little funny logic here, see previous IF) if (t < psource->startframe) { MdlError( "Frame MdlError(%d) : %s", g_iLinecount, g_szLine ); } // bump up endframe? if (t > psource->endframe) { psource->endframe = t; } // make t into pure index t -= psource->startframe; // check for memory allocation if (psource->rawanim[t] == NULL) { // Allocate 1 frame of full bonecount psource->rawanim[t] = (s_bone_t *)kalloc( 1, size ); // duplicate previous frames keys?? preventative sanity? if (t > 0 && psource->rawanim[t-1]) { for (int j = 0; j < psource->numbones; j++) { VectorCopy( psource->rawanim[t-1][j].pos, psource->rawanim[t][j].pos ); VectorCopy( psource->rawanim[t-1][j].rot, psource->rawanim[t][j].rot ); } } } else { // MdlError( "%s has duplicated frame %d\n", psource->filename, t ); } } else if (strcmp( cmd, "end") == 0) { psource->numframes = psource->endframe - psource->startframe + 1; for (t = 0; t < psource->numframes; t++) { if (psource->rawanim[t] == NULL) { MdlError( "%s is missing frame %d\n", psource->filename, t + psource->startframe ); } } Build_Reference( psource ); return; } else { MdlError( "MdlError(%d) : %s", g_iLinecount, g_szLine ); } } else { MdlError( "MdlError(%d) : %s", g_iLinecount, g_szLine ); } } MdlError( "unexpected EOF: %s\n", psource->filename ); } int lookup_index( s_source_t *psource, int material, Vector& vertex, Vector& normal, Vector2D texcoord ) { int i; for (i = 0; i < numvlist; i++) { if (v_listdata[i].m == material && DotProduct( g_normal[i], normal ) > normal_blend && VectorCompare( g_vertex[i], vertex ) && g_texcoord[i][0] == texcoord[0] && g_texcoord[i][1] == texcoord[1]) { v_listdata[i].lastref = numvlist; return i; } } if (i >= MAXSTUDIOVERTS) { MdlError( "too many indices in source: \"%s\"\n", psource->filename); } VectorCopy( vertex, g_vertex[i] ); VectorCopy( normal, g_normal[i] ); Vector2Copy( texcoord, g_texcoord[i] ); v_listdata[i].v = i; v_listdata[i].m = material; v_listdata[i].n = i; v_listdata[i].t = i; v_listdata[i].firstref = numvlist; v_listdata[i].lastref = numvlist; numvlist = i + 1; return i; } void ParseFaceData( s_source_t *psource, int material, s_face_t *pFace ) { int index[3]; int i, j; Vector p; Vector normal; Vector2D t; int iCount, bones[MAXSTUDIOSRCBONES]; float weights[MAXSTUDIOSRCBONES]; int bone; for (j = 0; j < 3; j++) { memset( g_szLine, 0, sizeof( g_szLine ) ); if (fgets( g_szLine, sizeof( g_szLine ), g_fpInput ) == NULL) { MdlError("%s: error on g_szLine %d: %s", g_szFilename, g_iLinecount, g_szLine ); } iCount = 0; g_iLinecount++; i = sscanf( g_szLine, "%d %f %f %f %f %f %f %f %f %d %d %f %d %f %d %f %d %f", &bone, &p[0], &p[1], &p[2], &normal[0], &normal[1], &normal[2], &t[0], &t[1], &iCount, &bones[0], &weights[0], &bones[1], &weights[1], &bones[2], &weights[2], &bones[3], &weights[3] ); if (i < 9) continue; if (bone < 0 || bone >= psource->numbones) { MdlError("bogus bone index\n%d %s :\n%s", g_iLinecount, g_szFilename, g_szLine ); } //Scale face pos scale_vertex( p ); // continue parsing more bones. // FIXME: don't we have a built in parser that'll do this? if (iCount > 4) { int k; int ctr = 0; char *token; for (k = 0; k < 18; k++) { while (g_szLine[ctr] == ' ') { ctr++; } token = strtok( &g_szLine[ctr], " " ); ctr += strlen( token ) + 1; } for (k = 4; k < iCount && k < MAXSTUDIOSRCBONES; k++) { while (g_szLine[ctr] == ' ') { ctr++; } token = strtok( &g_szLine[ctr], " " ); ctr += strlen( token ) + 1; bones[k] = atoi(token); token = strtok( &g_szLine[ctr], " " ); ctr += strlen( token ) + 1; weights[k] = atof(token); } // vprint( 0, "%d ", iCount ); //vprint( 0, "\n"); //exit(1); } // adjust_vertex( p ); // scale_vertex( p ); // move vertex position to object space. // VectorSubtract( p, psource->bonefixup[bone].worldorg, tmp ); // VectorTransform(tmp, psource->bonefixup[bone].im, p ); // move normal to object space. // VectorCopy( normal, tmp ); // VectorTransform(tmp, psource->bonefixup[bone].im, normal ); // VectorNormalize( normal ); // invert v t[1] = 1.0 - t[1]; index[j] = lookup_index( psource, material, p, normal, t ); if (i == 9 || iCount == 0) { g_bone[index[j]].numbones = 1; g_bone[index[j]].bone[0] = bone; g_bone[index[j]].weight[0] = 1.0; } else { iCount = SortAndBalanceBones( iCount, MAXSTUDIOBONEWEIGHTS, bones, weights ); g_bone[index[j]].numbones = iCount; for (i = 0; i < iCount; i++) { g_bone[index[j]].bone[i] = bones[i]; g_bone[index[j]].weight[i] = weights[i]; } } } // pFace->material = material; // BUG pFace->a = index[0]; pFace->b = index[1]; pFace->c = index[2]; Assert( ((pFace->a & 0xF0000000) == 0) && ((pFace->b & 0xF0000000) == 0) && ((pFace->c & 0xF0000000) == 0) ); if (flip_triangles) { j = pFace->b; pFace->b = pFace->c; pFace->c = j; } } int use_texture_as_material( int textureindex ) { if (g_texture[textureindex].material == -1) { // vprint( 0, "%d %d %s\n", textureindex, g_nummaterials, g_texture[textureindex].name ); g_material[g_nummaterials] = textureindex; g_texture[textureindex].material = g_nummaterials++; } return g_texture[textureindex].material; } int material_to_texture( int material ) { int i; for (i = 0; i < g_numtextures; i++) { if (g_texture[i].material == material) { return i; } } return -1; } int lookup_texture( char *texturename, int maxlen ) { int i; Q_StripExtension( texturename, texturename, maxlen ); for (i = 0; i < g_numtextures; i++) { if (stricmp( g_texture[i].name, texturename ) == 0) { return i; } } if (i >= MAXSTUDIOSKINS) MdlError("Too many materials used, max %d\n", ( int )MAXSTUDIOSKINS ); // vprint( 0, "texture %d = %s\n", i, texturename ); strcpyn( g_texture[i].name, texturename ); g_texture[i].material = -1; /* if (stristr( texturename, "chrome" ) != NULL) { texture[i].flags = STUDIO_NF_FLATSHADE | STUDIO_NF_CHROME; } else { texture[i].flags = 0; } */ g_numtextures++; return i; } int SortAndBalanceBones( int iCount, int iMaxCount, int bones[], float weights[] ) { int i; // collapse duplicate bone weights for (i = 0; i < iCount-1; i++) { int j; for (j = i + 1; j < iCount; j++) { if (bones[i] == bones[j]) { weights[i] += weights[j]; weights[j] = 0.0; } } } // do sleazy bubble sort int bShouldSort; do { bShouldSort = false; for (i = 0; i < iCount-1; i++) { if (weights[i+1] > weights[i]) { int j = bones[i+1]; bones[i+1] = bones[i]; bones[i] = j; float w = weights[i+1]; weights[i+1] = weights[i]; weights[i] = w; bShouldSort = true; } } } while (bShouldSort); // throw away all weights less than 1/20th while (iCount > 1 && weights[iCount-1] < 0.05) { iCount--; } // clip to the top iMaxCount bones if (iCount > iMaxCount) { iCount = iMaxCount; } float t = 0; for (i = 0; i < iCount; i++) { t += weights[i]; } if (t <= 0.0) { // missing weights?, go ahead and evenly share? // FIXME: shouldn't this error out? t = 1.0 / iCount; for (i = 0; i < iCount; i++) { weights[i] = t; } } else { // scale to sum to 1.0 t = 1.0 / t; for (i = 0; i < iCount; i++) { weights[i] = weights[i] * t; } } return iCount; } int vlistCompare( const void *elem1, const void *elem2 ) { v_unify_t *u1 = &v_listdata[*(int *)elem1]; v_unify_t *u2 = &v_listdata[*(int *)elem2]; // sort by material if (u1->m < u2->m) return -1; if (u1->m > u2->m) return 1; // sort by last used if (u1->lastref < u2->lastref) return -1; if (u1->lastref > u2->lastref) return 1; return 0; } int faceCompare( const void *elem1, const void *elem2 ) { int i1 = *(int *)elem1; int i2 = *(int *)elem2; // sort by material if (g_face[i1].material < g_face[i2].material) return -1; if (g_face[i1].material > g_face[i2].material) return 1; // sort by original usage if (i1 < i2) return -1; if (i1 > i2) return 1; return 0; } #define SMALL_FLOAT 1e-12 // NOTE: This routine was taken (and modified) from NVidia's BlinnReflection demo // Creates basis vectors, based on a vertex and index list. // See the NVidia white paper 'GDC2K PerPixel Lighting' for a description // of how this computation works static void CalcTriangleTangentSpace( s_source_t *pSrc, int v1, int v2, int v3, Vector &sVect, Vector &tVect ) { /* static bool firstTime = true; static FILE *fp = NULL; if( firstTime ) { firstTime = false; fp = fopen( "crap.out", "w" ); } */ /* Compute the partial derivatives of X, Y, and Z with respect to S and T. */ Vector2D t0( pSrc->texcoord[v1][0], pSrc->texcoord[v1][1] ); Vector2D t1( pSrc->texcoord[v2][0], pSrc->texcoord[v2][1] ); Vector2D t2( pSrc->texcoord[v3][0], pSrc->texcoord[v3][1] ); Vector p0( pSrc->vertex[v1][0], pSrc->vertex[v1][1], pSrc->vertex[v1][2] ); Vector p1( pSrc->vertex[v2][0], pSrc->vertex[v2][1], pSrc->vertex[v2][2] ); Vector p2( pSrc->vertex[v3][0], pSrc->vertex[v3][1], pSrc->vertex[v3][2] ); sVect.Init( 0.0f, 0.0f, 0.0f ); tVect.Init( 0.0f, 0.0f, 0.0f ); // x, s, t Vector edge01 = Vector( p1.x - p0.x, t1.x - t0.x, t1.y - t0.y ); Vector edge02 = Vector( p2.x - p0.x, t2.x - t0.x, t2.y - t0.y ); Vector cross; CrossProduct( edge01, edge02, cross ); if( fabs( cross.x ) > SMALL_FLOAT ) { sVect.x += -cross.y / cross.x; tVect.x += -cross.z / cross.x; } // y, s, t edge01 = Vector( p1.y - p0.y, t1.x - t0.x, t1.y - t0.y ); edge02 = Vector( p2.y - p0.y, t2.x - t0.x, t2.y - t0.y ); CrossProduct( edge01, edge02, cross ); if( fabs( cross.x ) > SMALL_FLOAT ) { sVect.y += -cross.y / cross.x; tVect.y += -cross.z / cross.x; } // z, s, t edge01 = Vector( p1.z - p0.z, t1.x - t0.x, t1.y - t0.y ); edge02 = Vector( p2.z - p0.z, t2.x - t0.x, t2.y - t0.y ); CrossProduct( edge01, edge02, cross ); if( fabs( cross.x ) > SMALL_FLOAT ) { sVect.z += -cross.y / cross.x; tVect.z += -cross.z / cross.x; } // Normalize sVect and tVect VectorNormalize( sVect ); VectorNormalize( tVect ); /* // Calculate flat normal Vector flatNormal; edge01 = p1 - p0; edge02 = p2 - p0; CrossProduct( edge02, edge01, flatNormal ); VectorNormalize( flatNormal ); // Get the average position Vector avgPos = ( p0 + p1 + p2 ) / 3.0f; // Draw the svect Vector endS = avgPos + sVect * .2f; fvprint( 0, fp, "2\n" ); fvprint( 0, fp, "%f %f %f 1.0 0.0 0.0\n", endS[0], endS[1], endS[2] ); fvprint( 0, fp, "%f %f %f 1.0 0.0 0.0\n", avgPos[0], avgPos[1], avgPos[2] ); // Draw the tvect Vector endT = avgPos + tVect * .2f; fvprint( 0, fp, "2\n" ); fvprint( 0, fp, "%f %f %f 0.0 1.0 0.0\n", endT[0], endT[1], endT[2] ); fvprint( 0, fp, "%f %f %f 0.0 1.0 0.0\n", avgPos[0], avgPos[1], avgPos[2] ); // Draw the normal Vector endN = avgPos + flatNormal * .2f; fvprint( 0, fp, "2\n" ); fvprint( 0, fp, "%f %f %f 0.0 0.0 1.0\n", endN[0], endN[1], endN[2] ); fvprint( 0, fp, "%f %f %f 0.0 0.0 1.0\n", avgPos[0], avgPos[1], avgPos[2] ); // Draw the wireframe of the triangle in white. fvprint( 0, fp, "2\n" ); fvprint( 0, fp, "%f %f %f 1.0 1.0 1.0\n", p0[0], p0[1], p0[2] ); fvprint( 0, fp, "%f %f %f 1.0 1.0 1.0\n", p1[0], p1[1], p1[2] ); fvprint( 0, fp, "2\n" ); fvprint( 0, fp, "%f %f %f 1.0 1.0 1.0\n", p1[0], p1[1], p1[2] ); fvprint( 0, fp, "%f %f %f 1.0 1.0 1.0\n", p2[0], p2[1], p2[2] ); fvprint( 0, fp, "2\n" ); fvprint( 0, fp, "%f %f %f 1.0 1.0 1.0\n", p2[0], p2[1], p2[2] ); fvprint( 0, fp, "%f %f %f 1.0 1.0 1.0\n", p0[0], p0[1], p0[2] ); // Draw a slightly shrunken version of the geometry to hide surfaces Vector tmp0 = p0 - flatNormal * .1f; Vector tmp1 = p1 - flatNormal * .1f; Vector tmp2 = p2 - flatNormal * .1f; fvprint( 0, fp, "3\n" ); fvprint( 0, fp, "%f %f %f 0.1 0.1 0.1\n", tmp0[0], tmp0[1], tmp0[2] ); fvprint( 0, fp, "%f %f %f 0.1 0.1 0.1\n", tmp1[0], tmp1[1], tmp1[2] ); fvprint( 0, fp, "%f %f %f 0.1 0.1 0.1\n", tmp2[0], tmp2[1], tmp2[2] ); fflush( fp ); */ } typedef CUtlVector<int> CIntVector; void CalcModelTangentSpaces( s_source_t *pSrc ) { // Build a map from vertex to a list of triangles that share the vert. int meshID; for( meshID = 0; meshID < pSrc->nummeshes; meshID++ ) { s_mesh_t *pMesh = &pSrc->mesh[pSrc->meshindex[meshID]]; CUtlVector<CIntVector> vertToTriMap; vertToTriMap.AddMultipleToTail( pMesh->numvertices ); int triID; for( triID = 0; triID < pMesh->numfaces; triID++ ) { s_face_t *pFace = &pSrc->face[triID + pMesh->faceoffset]; vertToTriMap[pFace->a].AddToTail( triID ); vertToTriMap[pFace->b].AddToTail( triID ); vertToTriMap[pFace->c].AddToTail( triID ); } // Calculate the tangent space for each triangle. CUtlVector<Vector> triSVect; CUtlVector<Vector> triTVect; triSVect.AddMultipleToTail( pMesh->numfaces ); triTVect.AddMultipleToTail( pMesh->numfaces ); for( triID = 0; triID < pMesh->numfaces; triID++ ) { s_face_t *pFace = &pSrc->face[triID + pMesh->faceoffset]; CalcTriangleTangentSpace( pSrc, pMesh->vertexoffset + pFace->a, pMesh->vertexoffset + pFace->b, pMesh->vertexoffset + pFace->c, triSVect[triID], triTVect[triID] ); } // calculate an average tangent space for each vertex. int vertID; for( vertID = 0; vertID < pMesh->numvertices; vertID++ ) { const Vector &normal = pSrc->normal[vertID+pMesh->vertexoffset]; Vector4D &finalSVect = pSrc->tangentS[vertID+pMesh->vertexoffset]; Vector sVect, tVect; sVect.Init( 0.0f, 0.0f, 0.0f ); tVect.Init( 0.0f, 0.0f, 0.0f ); for( triID = 0; triID < vertToTriMap[vertID].Size(); triID++ ) { sVect += triSVect[vertToTriMap[vertID][triID]]; tVect += triTVect[vertToTriMap[vertID][triID]]; } // In the case of zbrush, everything needs to be treated as smooth. if( g_bZBrush ) { int vertID2; Vector vertPos1( pSrc->vertex[vertID][0], pSrc->vertex[vertID][1], pSrc->vertex[vertID][2] ); for( vertID2 = 0; vertID2 < pMesh->numvertices; vertID2++ ) { if( vertID2 == vertID ) { continue; } Vector vertPos2( pSrc->vertex[vertID2][0], pSrc->vertex[vertID2][1], pSrc->vertex[vertID2][2] ); if( vertPos1 == vertPos2 ) { int triID2; for( triID2 = 0; triID2 < vertToTriMap[vertID2].Size(); triID2++ ) { sVect += triSVect[vertToTriMap[vertID2][triID2]]; tVect += triTVect[vertToTriMap[vertID2][triID2]]; } } } } // make an orthonormal system. // need to check if we are left or right handed. Vector tmpVect; CrossProduct( sVect, tVect, tmpVect ); bool leftHanded = DotProduct( tmpVect, normal ) < 0.0f; if( !leftHanded ) { CrossProduct( normal, sVect, tVect ); CrossProduct( tVect, normal, sVect ); VectorNormalize( sVect ); VectorNormalize( tVect ); finalSVect[0] = sVect[0]; finalSVect[1] = sVect[1]; finalSVect[2] = sVect[2]; finalSVect[3] = 1.0f; } else { CrossProduct( sVect, normal, tVect ); CrossProduct( normal, tVect, sVect ); VectorNormalize( sVect ); VectorNormalize( tVect ); finalSVect[0] = sVect[0]; finalSVect[1] = sVect[1]; finalSVect[2] = sVect[2]; finalSVect[3] = -1.0f; } } } } void BuildIndividualMeshes( s_source_t *psource ) { int i, j, k; // sort new vertices by materials, last used static int v_listsort[MAXSTUDIOVERTS]; // map desired order to vlist entry static int v_ilistsort[MAXSTUDIOVERTS]; // map vlist entry to desired order for (i = 0; i < numvlist; i++) { v_listsort[i] = i; } qsort( v_listsort, numvlist, sizeof( int ), vlistCompare ); for (i = 0; i < numvlist; i++) { v_ilistsort[v_listsort[i]] = i; } // allocate memory psource->numvertices = numvlist; psource->localBoneweight = (s_boneweight_t *)kalloc( psource->numvertices, sizeof( s_boneweight_t ) ); psource->globalBoneweight = NULL; psource->vertexInfo = (s_vertexinfo_t *)kalloc( psource->numvertices, sizeof( s_vertexinfo_t ) ); psource->vertex = new Vector[psource->numvertices]; psource->normal = new Vector[psource->numvertices]; psource->tangentS = new Vector4D[psource->numvertices]; psource->texcoord = (Vector2D *)kalloc( psource->numvertices, sizeof( Vector2D ) ); // create arrays of unique vertexes, normals, texcoords. for (i = 0; i < psource->numvertices; i++) { j = v_listsort[i]; VectorCopy( g_vertex[v_listdata[j].v], psource->vertex[i] ); VectorCopy( g_normal[v_listdata[j].n], psource->normal[i] ); Vector2Copy( g_texcoord[v_listdata[j].t], psource->texcoord[i] ); psource->localBoneweight[i].numbones = g_bone[v_listdata[j].v].numbones; int k; for( k = 0; k < MAXSTUDIOBONEWEIGHTS; k++ ) { psource->localBoneweight[i].bone[k] = g_bone[v_listdata[j].v].bone[k]; psource->localBoneweight[i].weight[k] = g_bone[v_listdata[j].v].weight[k]; } // store a bunch of other info psource->vertexInfo[i].material = v_listdata[j].m; psource->vertexInfo[i].firstref = v_listdata[j].firstref; psource->vertexInfo[i].lastref = v_listdata[j].lastref; // vprint( 0, "%4d : %2d : %6.2f %6.2f %6.2f\n", i, psource->boneweight[i].bone[0], psource->vertex[i][0], psource->vertex[i][1], psource->vertex[i][2] ); } // sort faces by materials, last used. static int facesort[MAXSTUDIOTRIANGLES]; // map desired order to src_face entry static int ifacesort[MAXSTUDIOTRIANGLES]; // map src_face entry to desired order for (i = 0; i < g_numfaces; i++) { facesort[i] = i; } qsort( facesort, g_numfaces, sizeof( int ), faceCompare ); for (i = 0; i < g_numfaces; i++) { ifacesort[facesort[i]] = i; } psource->numfaces = g_numfaces; // find first occurance for each material for (k = 0; k < MAXSTUDIOSKINS; k++) { psource->mesh[k].numvertices = 0; psource->mesh[k].vertexoffset = psource->numvertices; psource->mesh[k].numfaces = 0; psource->mesh[k].faceoffset = g_numfaces; } // find first and count of indices per material for (i = 0; i < psource->numvertices; i++) { k = psource->vertexInfo[i].material; psource->mesh[k].numvertices++; if (psource->mesh[k].vertexoffset > i) psource->mesh[k].vertexoffset = i; } // find first and count of faces per material for (i = 0; i < psource->numfaces; i++) { k = g_face[facesort[i]].material; psource->mesh[k].numfaces++; if (psource->mesh[k].faceoffset > i) psource->mesh[k].faceoffset = i; } /* for (k = 0; k < MAXSTUDIOSKINS; k++) { vprint( 0, "%d : %d:%d %d:%d\n", k, psource->mesh[k].numvertices, psource->mesh[k].vertexoffset, psource->mesh[k].numfaces, psource->mesh[k].faceoffset ); } */ // create remapped faces psource->face = (s_face_t *)kalloc( psource->numfaces, sizeof( s_face_t )); for (k = 0; k < MAXSTUDIOSKINS; k++) { if (psource->mesh[k].numfaces) { psource->meshindex[psource->nummeshes] = k; for (i = psource->mesh[k].faceoffset; i < psource->mesh[k].numfaces + psource->mesh[k].faceoffset; i++) { j = facesort[i]; psource->face[i].a = v_ilistsort[g_src_uface[j].a] - psource->mesh[k].vertexoffset; psource->face[i].b = v_ilistsort[g_src_uface[j].b] - psource->mesh[k].vertexoffset; psource->face[i].c = v_ilistsort[g_src_uface[j].c] - psource->mesh[k].vertexoffset; Assert( ((psource->face[i].a & 0xF0000000) == 0) && ((psource->face[i].b & 0xF0000000) == 0) && ((psource->face[i].c & 0xF0000000) == 0) ); // vprint( 0, "%3d : %4d %4d %4d\n", i, psource->face[i].a, psource->face[i].b, psource->face[i].c ); } psource->nummeshes++; } } CalcModelTangentSpaces( psource ); } void Grab_Triangles( s_source_t *psource ) { int i; int tcount = 0; Vector vmin, vmax; vmin[0] = vmin[1] = vmin[2] = 99999; vmax[0] = vmax[1] = vmax[2] = -99999; g_numfaces = 0; numvlist = 0; // // load the base triangles // int texture; int material; char texturename[64]; while (1) { if (fgets( g_szLine, sizeof( g_szLine ), g_fpInput ) == NULL) break; g_iLinecount++; // check for end if (IsEnd( g_szLine )) break; // Look for extra junk that we may want to avoid... int nLineLength = strlen( g_szLine ); if (nLineLength >= 64) { MdlWarning("Unexpected data at line %d, (need a texture name) ignoring...\n", g_iLinecount ); continue; } // strip off trailing smag strncpy( texturename, g_szLine, 63 ); for (i = strlen( texturename ) - 1; i >= 0 && ! isgraph( texturename[i] ); i--) { } texturename[i + 1] = '\0'; // funky texture overrides for (i = 0; i < numrep; i++) { if (sourcetexture[i][0] == '\0') { strcpy( texturename, defaulttexture[i] ); break; } if (stricmp( texturename, sourcetexture[i]) == 0) { strcpy( texturename, defaulttexture[i] ); break; } } if (texturename[0] == '\0') { // weird source problem, skip them fgets( g_szLine, sizeof( g_szLine ), g_fpInput ); fgets( g_szLine, sizeof( g_szLine ), g_fpInput ); fgets( g_szLine, sizeof( g_szLine ), g_fpInput ); g_iLinecount += 3; continue; } if (stricmp( texturename, "null.bmp") == 0 || stricmp( texturename, "null.tga") == 0) { // skip all faces with the null texture on them. fgets( g_szLine, sizeof( g_szLine ), g_fpInput ); fgets( g_szLine, sizeof( g_szLine ), g_fpInput ); fgets( g_szLine, sizeof( g_szLine ), g_fpInput ); g_iLinecount += 3; continue; } texture = lookup_texture( texturename, sizeof( texturename ) ); psource->texmap[texture] = texture; // hack, make it 1:1 material = use_texture_as_material( texture ); s_face_t f; ParseFaceData( psource, material, &f ); g_src_uface[g_numfaces] = f; g_face[g_numfaces].material = material; g_numfaces++; } BuildIndividualMeshes( psource ); } //-------------------------------------------------------------------- // Load a SMD file //-------------------------------------------------------------------- int Load_SMD ( s_source_t *psource ) { char cmd[1024]; int option; // Open file if (!OpenGlobalFile( psource->filename )) return 0; // verbose if( !g_quiet ) { printf ("SMD MODEL %s\n", psource->filename); } //March through lines g_iLinecount = 0; while (fgets( g_szLine, sizeof( g_szLine ), g_fpInput ) != NULL) { g_iLinecount++; int numRead = sscanf( g_szLine, "%s %d", cmd, &option ); // Blank line if ((numRead == EOF) || (numRead == 0)) continue; if (strcmp( cmd, "version" ) == 0) { if (option != 1) { MdlError("bad version\n"); } } // Get hierarchy? else if (strcmp( cmd, "nodes" ) == 0) { psource->numbones = Grab_Nodes( psource->localBone ); } // Get animation?? else if (strcmp( cmd, "skeleton" ) == 0) { Grab_Animation( psource ); } // Geo? else if (strcmp( cmd, "triangles" ) == 0) { Grab_Triangles( psource ); } // Geo animation else if (strcmp( cmd, "vertexanimation" ) == 0) { Grab_Vertexanimation( psource ); } else { MdlWarning("unknown studio command\n" ); } } fclose( g_fpInput ); is_v1support = true; return 1; } //----------------------------------------------------------------------------- // Checks to see if the model source was already loaded //----------------------------------------------------------------------------- static s_source_t *FindCachedSource( char const* name, char const* xext ) { int i; if( xext[0] ) { // we know what extension is necessary. . look for it. sprintf (g_szFilename, "%s%s.%s", cddir[numdirs], name, xext ); for (i = 0; i < g_numsources; i++) { if (stricmp( g_szFilename, g_source[i]->filename ) == 0) return g_source[i]; } } else { // we don't know what extension to use, so look for all of 'em. sprintf (g_szFilename, "%s%s.vrm", cddir[numdirs], name ); for (i = 0; i < g_numsources; i++) { if (stricmp( g_szFilename, g_source[i]->filename ) == 0) return g_source[i]; } sprintf (g_szFilename, "%s%s.smd", cddir[numdirs], name ); for (i = 0; i < g_numsources; i++) { if (stricmp( g_szFilename, g_source[i]->filename ) == 0) return g_source[i]; } /* sprintf (g_szFilename, "%s%s.vta", cddir[numdirs], name ); for (i = 0; i < g_numsources; i++) { if (stricmp( g_szFilename, g_source[i]->filename ) == 0) return g_source[i]; } */ } // Not found return 0; } static void FlipFacing( s_source_t *pSrc ) { unsigned short tmp; int i, j; for( i = 0; i < pSrc->nummeshes; i++ ) { s_mesh_t *pMesh = &pSrc->mesh[i]; for( j = 0; j < pMesh->numfaces; j++ ) { s_face_t &f = pSrc->face[pMesh->faceoffset + j]; tmp = f.b; f.b = f.c; f.c = tmp; } } } //----------------------------------------------------------------------------- // Loads an animation source //----------------------------------------------------------------------------- s_source_t *Load_Source( char const *name, const char *ext, bool reverse, bool isActiveModel ) { // Sanity check number of source files if ( g_numsources >= MAXSTUDIOSEQUENCES ) MdlError( "Load_Source( %s ) - overflowed g_numsources.", name ); // Sanity check file and init Assert(name); int namelen = strlen(name) + 1; char* pTempName = (char*)_alloca( namelen ); char xext[32]; int result = false; // Local copy of filename strcpy( pTempName, name ); // Sanity check file extension? Q_ExtractFileExtension( pTempName, xext, sizeof( xext ) ); if (xext[0] == '\0') { strcpyn( xext, ext ); } else { Q_StripExtension( pTempName, pTempName, namelen ); } // Cached source, ie: already loaded model, legacy // s_source_t* pSource = FindCachedSource( pTempName, xext ); // if (pSource) // { // if (isActiveModel) // pSource->isActiveModel = true; // return pSource; // } s_source_t* pSource = NULL; // allocate space and whatnot g_source[g_numsources] = (s_source_t *)kalloc( 1, sizeof( s_source_t ) ); strcpyn( g_source[g_numsources]->filename, g_szFilename ); // legacy stuff if (isActiveModel) { g_source[g_numsources]->isActiveModel = true; } // more ext sanity check if ( ( !result && xext[0] == '\0' ) || stricmp( xext, "smd" ) == 0) { sprintf (g_szFilename, "%s%s.smd", cddir[numdirs], pTempName ); strcpyn( g_source[g_numsources]->filename, g_szFilename ); // Import part, load smd file result = Load_SMD( g_source[g_numsources] ); } // Oops if ( !result) { MdlError( "could not load file '%s'\n", g_source[g_numsources]->filename ); } // bump up number of sources g_numsources++; if( reverse ) { FlipFacing( g_source[g_numsources-1] ); } return g_source[g_numsources-1]; } void SaveNodes( s_source_t *source, CUtlBuffer& buf ) { if ( source->numbones <= 0 ) return; buf.Printf( "nodes\n" ); for ( int i = 0; i < source->numbones; ++i ) { s_node_t *bone = &source->localBone[ i ]; buf.Printf( "%d \"%s\" %d\n", i, bone->name, bone->parent ); } buf.Printf( "end\n" ); } // FIXME: since we don't us a .qc, we could have problems with scaling, etc.??? void descale_vertex( Vector &org ) { float invscale = 1.0f / g_currentscale; org[0] = org[0] * invscale; org[1] = org[1] * invscale; org[2] = org[2] * invscale; } void SaveAnimation( s_source_t *source, CUtlBuffer& buf ) { if ( source->numbones <= 0 ) return; buf.Printf( "skeleton\n" ); for ( int frame = 0; frame < source->numframes; ++frame ) { buf.Printf( "time %i\n", frame + source->startframe ); for ( int i = 0; i < source->numbones; ++i ) { s_bone_t *bone = &source->rawanim[ frame ][ i ]; s_bone_t *prev = NULL; if ( frame > 0 ) { if ( source->rawanim[ frame - 1 ] ) { prev = &source->rawanim[ frame - 1 ][ i ]; } } Vector pos = source->rawanim[ frame ][ i ].pos; descale_vertex( pos ); RadianEuler rot = source->rawanim[ frame ][ i ].rot; // If this is enabled, then we delta this pos vs the prev frame and don't write out a sample if it's the same value... #if 0 if ( prev ) { Vector ppos = source->rawanim[ frame -1 ][ i ].pos; descale_vertex( pos ); RadianEuler prot = source->rawanim[ frame -1 ][ i ].rot; // Only output it if there's a delta if ( ( ppos != pos ) || Q_memcmp( &prot, &rot, sizeof( prot ) ) ) { buf.Printf ( "%d %f %f %f %f %f %f\n", i, // bone index pos[ 0 ], pos[ 1 ], pos[ 2 ], rot[ 0 ], rot[ 1 ], rot[ 2 ] ); } } else #endif { buf.Printf ( "%d %f %f %f %f %f %f\n", i, // bone index pos[ 0 ], pos[ 1 ], pos[ 2 ], rot[ 0 ], rot[ 1 ], rot[ 2 ] ); } } } buf.Printf( "end\n" ); } void Save_SMD( char const *filename, s_source_t *source ) { // Text buffer CUtlBuffer buf( 0, 0, CUtlBuffer::TEXT_BUFFER ); buf.Printf( "version 1\n" ); SaveNodes( source, buf ); SaveAnimation( source, buf ); FileHandle_t fh = g_pFileSystem->Open( filename, "wb" ); if ( FILESYSTEM_INVALID_HANDLE != fh ) { g_pFileSystem->Write( buf.Base(), buf.TellPut(), fh ); g_pFileSystem->Close( fh ); } } //-------------------------------------------------------------------- // mikes right handed row based linear algebra //-------------------------------------------------------------------- struct M_matrix4x4_t { M_matrix4x4_t() { m_flMatVal[0][0] = 1.0; m_flMatVal[0][1] = 0.0; m_flMatVal[0][2] = 0.0; m_flMatVal[0][3] = 0.0; m_flMatVal[1][0] = 0.0; m_flMatVal[1][1] = 1.0; m_flMatVal[1][2] = 0.0; m_flMatVal[1][3] = 0.0; m_flMatVal[2][0] = 0.0; m_flMatVal[2][1] = 0.0; m_flMatVal[2][2] = 1.0; m_flMatVal[2][3] = 0.0; m_flMatVal[3][0] = 0.0; m_flMatVal[3][1] = 0.0; m_flMatVal[3][2] = 0.0; m_flMatVal[3][3] = 1.0; } // M_matrix3x4_t( // float m00, float m01, float m02, // float m10, float m11, float m12, // float m20, float m21, float m22, // float m30, float m31, float m32) // { // m_flMatVal[0][0] = m00; m_flMatVal[0][1] = m01; m_flMatVal[0][2] = m02; // m_flMatVal[1][0] = m10; m_flMatVal[1][1] = m11; m_flMatVal[1][2] = m12; // m_flMatVal[2][0] = m20; m_flMatVal[2][1] = m21; m_flMatVal[2][2] = m22; // m_flMatVal[3][0] = m30; m_flMatVal[3][1] = m31; m_flMatVal[3][2] = m32; // } float *operator[]( int i ) { Assert(( i >= 0 ) && ( i < 4 )); return m_flMatVal[i]; } const float *operator[]( int i ) const { Assert(( i >= 0 ) && ( i < 4 )); return m_flMatVal[i]; } float *Base() { return &m_flMatVal[0][0]; } const float *Base() const { return &m_flMatVal[0][0]; } float m_flMatVal[4][4]; }; void M_MatrixAngles( const M_matrix4x4_t& matrix, RadianEuler &angles, Vector &position) { float cX, sX, cY, sY, cZ, sZ; sY = -matrix[0][2]; cY = sqrtf(1.0-(sY*sY)); if (cY != 0.0) { sX = matrix[1][2]; cX = matrix[2][2]; sZ = matrix[0][1]; cZ = matrix[0][0]; } else { sX = -matrix[2][1]; cX = matrix[1][1]; sZ = 0.0; cZ = 1.0; } angles[0] = atan2f( sX, cX ); angles[2] = atan2f( sZ, cZ ); sX = sinf(angles[0]); cX = cosf(angles[0]); if (sX > cX) cY = matrix[1][2] / sX; else cY = matrix[2][2] / cX; angles[1] = atan2f( sY, cY ); position.x = matrix[3][0]; position.y = matrix[3][1]; position.z = matrix[3][2]; } // void M_MatrixAngles( const M_matrix4x4_t& matrix, RadianEuler &angles, Vector &position) // { // float cX, sX, cY, sY, cZ, sZ; // sY = matrix[2][0]; // cY = sqrtf(1.0-(sY*sY)); // if (cY != 0.0) // { // sX = -matrix[2][1]; // cX = matrix[2][2]; // sZ = -matrix[1][0]; // cZ = matrix[0][0]; // } // else // { // sX = matrix[0][1]; // cX = matrix[1][1]; // sZ = 0.0; // cZ = 1.0; // } // angles[0] = atan2f( sX, cX ); // angles[2] = atan2f( sZ, cZ ); // sX = sinf(angles[0]); // cX = cosf(angles[0]); // if (sX > cX) // cY = -matrix[2][1] / sX; // else // cY = matrix[2][2] / cX; // angles[1] = atan2f( sY, cY ); // angles[0] = angles[0]; // angles[1] = angles[1]; // angles[2] = angles[2]; // position.x = matrix[3][0]; // position.y = matrix[3][1]; // position.z = matrix[3][2]; // } void M_MatrixCopy( const M_matrix4x4_t& in, M_matrix4x4_t& out ) { // Assert( s_bMathlibInitialized ); memcpy( out.Base(), in.Base(), sizeof( float ) * 4 * 4 ); } void M_RotateZMatrix(float radian, M_matrix4x4_t &resultMatrix) { resultMatrix[0][0] = cosf(radian); resultMatrix[0][1] = sin(radian); resultMatrix[0][2] = 0.0; resultMatrix[1][0] =-sin(radian); resultMatrix[1][1] = cos(radian); resultMatrix[1][2] = 0.0; resultMatrix[2][0] = 0.0; resultMatrix[2][1] = 0.0; resultMatrix[2][2] = 1.0; } // !!! THIS SHIT DOESN'T WORK!! WHY? HAS I EVER? void M_AngleAboutAxis(Vector &axis, float radianAngle, M_matrix4x4_t &result) { float c = cosf(radianAngle); float s = sinf(radianAngle); float t = 1.0 - c; // axis.normalize(); result[0][0] = t * axis[0] * axis[0] + c; result[0][1] = t * axis[0] * axis[1] - s * axis[2]; result[0][2] = t * axis[0] * axis[2] + s * axis[1]; result[1][0] = t * axis[0] * axis[1] + s * axis[2]; result[1][1] = t * axis[1] * axis[1] + c; result[1][2] = t * axis[1] * axis[2] - s * axis[0]; result[2][0] = t * axis[1] * axis[2] - s; result[2][1] = t * axis[1] * axis[2] + s * axis[1]; result[2][2] = t * axis[2] * axis[2] + c * axis[0]; } void M_MatrixInvert( const M_matrix4x4_t& in, M_matrix4x4_t& out ) { // Assert( s_bMathlibInitialized ); if ( &in == &out ) { M_matrix4x4_t in2; M_MatrixCopy( in, in2 ); M_MatrixInvert( in2, out ); return; } float tmp[3]; // I'm guessing this only works on a 3x4 orthonormal matrix out[0][0] = in[0][0]; out[1][0] = in[0][1]; out[2][0] = in[0][2]; out[0][1] = in[1][0]; out[1][1] = in[1][1]; out[2][1] = in[1][2]; out[0][2] = in[2][0]; out[1][2] = in[2][1]; out[2][2] = in[2][2]; tmp[0] = in[3][0]; tmp[1] = in[3][1]; tmp[2] = in[3][2]; float v1[3], v2[3], v3[3]; v1[0] = out[0][0]; v1[1] = out[1][0]; v1[2] = out[2][0]; v2[0] = out[0][1]; v2[1] = out[1][1]; v2[2] = out[2][1]; v3[0] = out[0][2]; v3[1] = out[1][2]; v3[2] = out[2][2]; out[3][0] = -DotProduct( tmp, v1 ); out[3][1] = -DotProduct( tmp, v2 ); out[3][2] = -DotProduct( tmp, v3 ); // Trivial case // if (IS_IDENTITY(matrix)) // return SbMatrix::identity(); // // Affine case... // // SbMatrix affineAnswer; // // if ( affine_inverse( SbMatrix(matrix), affineAnswer ) ) // // return affineAnswer; // int index[4]; // float d, invmat[4][4], temp; // SbMatrix inverse = *this; // if(inverse.LUDecomposition(index, d)) { // invmat[0][0] = 1.0; // invmat[0][1] = 0.0; // invmat[0][2] = 0.0; // invmat[0][3] = 0.0; // inverse.LUBackSubstitution(index, invmat[0]); // invmat[1][0] = 0.0; // invmat[1][1] = 1.0; // invmat[1][2] = 0.0; // invmat[1][3] = 0.0; // inverse.LUBackSubstitution(index, invmat[1]); // invmat[2][0] = 0.0; // invmat[2][1] = 0.0; // invmat[2][2] = 1.0; // invmat[2][3] = 0.0; // inverse.LUBackSubstitution(index, invmat[2]); // invmat[3][0] = 0.0; // invmat[3][1] = 0.0; // invmat[3][2] = 0.0; // invmat[3][3] = 1.0; // inverse.LUBackSubstitution(index, invmat[3]); // #define SWAP(i,j) \ // temp = invmat[i][j]; \ // invmat[i][j] = invmat[j][i]; \ // invmat[j][i] = temp; // SWAP(1,0); // SWAP(2,0); // SWAP(2,1); // SWAP(3,0); // SWAP(3,1); // SWAP(3,2); // #undef SWAP // } } /* ================ M_ConcatTransforms ================ */ void M_ConcatTransforms (const M_matrix4x4_t &in1, const M_matrix4x4_t &in2, M_matrix4x4_t &out) { // Assert( s_bMathlibInitialized ); // if ( &in1 == &out ) // { // matrix3x4_t in1b; // MatrixCopy( in1, in1b ); // ConcatTransforms( in1b, in2, out ); // return; // } // if ( &in2 == &out ) // { // matrix3x4_t in2b; // MatrixCopy( in2, in2b ); // ConcatTransforms( in1, in2b, out ); // return; // } #define MULT(i,j) (in1[i][0]*in2[0][j] + \ in1[i][1]*in2[1][j] + \ in1[i][2]*in2[2][j] + \ in1[i][3]*in2[3][j]) out[0][0] = MULT(0,0); out[0][1] = MULT(0,1); out[0][2] = MULT(0,2); out[0][3] = MULT(0,3); out[1][0] = MULT(1,0); out[1][1] = MULT(1,1); out[1][2] = MULT(1,2); out[1][3] = MULT(1,3); out[2][0] = MULT(2,0); out[2][1] = MULT(2,1); out[2][2] = MULT(2,2); out[2][3] = MULT(2,3); out[3][0] = MULT(3,0); out[3][1] = MULT(3,1); out[3][2] = MULT(3,2); out[3][3] = MULT(3,3); #undef MULT } void M_AngleMatrix( RadianEuler const &angles, const Vector &position, M_matrix4x4_t& matrix ) { // Assert( s_bMathlibInitialized ); float sx, sy, sz, cx, cy, cz; sx = sinf(angles[0]); cx = cosf(angles[0]); sy = sinf(angles[1]); cy = cosf(angles[1]); sz = sinf(angles[2]); cz = cosf(angles[2]); // SinCos( angles[0], &sx, &cx ); // 2 // SinCos( angles[1], &sy, &cy ); // 1 // SinCos( angles[2], &sz, &cz ); // 0 M_matrix4x4_t mx, my, mz, temp1; // rotation about x mx[1][1] = cx; mx[1][2] = sx; mx[2][1] = -sx; mx[2][2] = cx; // rotation about y my[0][0] = cy; my[0][2] = -sy; my[2][0] = sy; my[2][2] = cy; // rotation about z mz[0][0] = cz; mz[0][1] = sz; mz[1][0] = -sz; mz[1][1] = cz; // z * y * x M_ConcatTransforms(mx, my, temp1); M_ConcatTransforms(temp1, mz, matrix); // put position in matrix[3][0] = position.x; matrix[3][1] = position.y; matrix[3][2] = position.z; } //----------------------------------------------------------------------------- // Motion mapper functions //----------------------------------------------------------------------------- #define BONEAXIS 0 #define BONEDIR 0 #define BONESIDE 1 #define BONEUP 2 #define WORLDUP 2 #define PRINTMAT(m) \ printf("\n%f %f %f %f\n", m[0][0], m[0][1], m[0][2], m[0][3]); \ printf("%f %f %f %f\n", m[1][0], m[1][1], m[1][2], m[1][3]); \ printf("%f %f %f %f\n", m[2][0], m[2][1], m[2][2], m[2][3]); \ printf("%f %f %f %f\n", m[3][0], m[3][1], m[3][2], m[3][3]); struct s_planeConstraint_t { char jointNameString[1024]; float floor; int axis; }; struct s_iksolve_t { char jointNameString[1024]; int reverseSolve; float extremityScale; Vector limbRootOffsetScale; int doRelativeLock; char relativeLockNameString[1024]; float relativeLockScale; }; struct s_jointScale_t { char jointNameString[1024]; float scale; }; struct s_template_t { char rootScaleJoint[1024]; float rootScaleAmount; int numIKSolves; s_iksolve_t *ikSolves[128]; int numJointScales; s_jointScale_t *jointScales[128]; int numPlaneConstraints; s_planeConstraint_t *planeConstraints[128]; float toeFloorZ; int doSkeletonScale; float skeletonScale; }; //----------------------------------------------------------------------------- // Load a template file into structure //----------------------------------------------------------------------------- s_template_t *New_Template() { s_template_t *pTemplate = (s_template_t *)kalloc(1, sizeof(s_template_t)); pTemplate->rootScaleAmount = 1.0; pTemplate->numIKSolves = 0; pTemplate->numJointScales = 0; pTemplate->toeFloorZ = 2.802277; pTemplate->numPlaneConstraints = 0; pTemplate->doSkeletonScale = 0; pTemplate->skeletonScale = 1.0; return pTemplate; } s_iksolve_t *New_IKSolve() { s_iksolve_t *pIKSolve = (s_iksolve_t *)kalloc(1, sizeof(s_iksolve_t)); pIKSolve->reverseSolve = 0; pIKSolve->extremityScale = 1.0; pIKSolve->limbRootOffsetScale[0] = pIKSolve->limbRootOffsetScale[1] = pIKSolve->limbRootOffsetScale[2] = 0.0; pIKSolve->doRelativeLock = 0; pIKSolve->relativeLockScale = 1.0; return pIKSolve; } s_planeConstraint_t *New_planeConstraint(float floor) { s_planeConstraint_t *pConstraint = (s_planeConstraint_t *)kalloc(1, sizeof(s_planeConstraint_t)); pConstraint->floor = floor; pConstraint->axis = 2; return pConstraint; } void Set_DefaultTemplate(s_template_t *pTemplate) { pTemplate->numJointScales = 0; strcpy(pTemplate->rootScaleJoint, "ValveBiped.Bip01_L_Foot"); pTemplate->rootScaleAmount = 1.0; pTemplate->numIKSolves = 4; pTemplate->ikSolves[0] = New_IKSolve(); pTemplate->ikSolves[1] = New_IKSolve(); pTemplate->ikSolves[2] = New_IKSolve(); pTemplate->ikSolves[3] = New_IKSolve(); pTemplate->numPlaneConstraints = 2; pTemplate->planeConstraints[0] = New_planeConstraint(pTemplate->toeFloorZ); strcpy(pTemplate->planeConstraints[0]->jointNameString, "ValveBiped.Bip01_L_Toe0"); pTemplate->planeConstraints[1] = New_planeConstraint(pTemplate->toeFloorZ); strcpy(pTemplate->planeConstraints[1]->jointNameString, "ValveBiped.Bip01_R_Toe0"); strcpy(pTemplate->ikSolves[0]->jointNameString, "ValveBiped.Bip01_L_Foot"); pTemplate->ikSolves[0]->reverseSolve = 0; pTemplate->ikSolves[0]->extremityScale = 1.0; pTemplate->ikSolves[0]->limbRootOffsetScale[0] = 1.0; pTemplate->ikSolves[0]->limbRootOffsetScale[1] = 1.0; pTemplate->ikSolves[0]->limbRootOffsetScale[2] = 0.0; strcpy(pTemplate->ikSolves[1]->jointNameString, "ValveBiped.Bip01_R_Foot"); pTemplate->ikSolves[1]->reverseSolve = 0; pTemplate->ikSolves[1]->extremityScale = 1.0; pTemplate->ikSolves[1]->limbRootOffsetScale[0] = 1.0; pTemplate->ikSolves[1]->limbRootOffsetScale[1] = 1.0; pTemplate->ikSolves[1]->limbRootOffsetScale[2] = 0.0; strcpy(pTemplate->ikSolves[2]->jointNameString, "ValveBiped.Bip01_R_Hand"); pTemplate->ikSolves[2]->reverseSolve = 1; pTemplate->ikSolves[2]->extremityScale = 1.0; pTemplate->ikSolves[2]->limbRootOffsetScale[0] = 0.0; pTemplate->ikSolves[2]->limbRootOffsetScale[1] = 0.0; pTemplate->ikSolves[2]->limbRootOffsetScale[2] = 1.0; strcpy(pTemplate->ikSolves[3]->jointNameString, "ValveBiped.Bip01_L_Hand"); pTemplate->ikSolves[3]->reverseSolve = 1; pTemplate->ikSolves[3]->extremityScale = 1.0; pTemplate->ikSolves[3]->limbRootOffsetScale[0] = 0.0; pTemplate->ikSolves[3]->limbRootOffsetScale[1] = 0.0; pTemplate->ikSolves[3]->limbRootOffsetScale[2] = 1.0; // pTemplate->ikSolves[3]->doRelativeLock = 1; // strcpy(pTemplate->ikSolves[3]->relativeLockNameString, "ValveBiped.Bip01_R_Hand"); // pTemplate->ikSolves[3]->relativeLockScale = 1.0; } void split(char *str, char *sep, char **sp) { char *r = strtok(str, sep); while(r != NULL) { *sp = r; sp++; r = strtok(NULL, sep); } *sp = NULL; } int checkCommand(char *str, char *cmd, int numOptions, int numSplit) { if(strcmp(str, cmd) == 0) { if(numOptions <= numSplit) return 1; else { printf("Error: Number or argument mismatch in template file cmd %s, requires %i, found %i\n", cmd, numOptions, numSplit); return 0; } } return 0; } s_template_t *Load_Template(char *name ) { // Sanity check file and init Assert(name); s_template_t *pTemplate = New_Template(); // Open file if (!OpenGlobalFile( name )) return 0; //March through lines g_iLinecount = 0; while(fgets( g_szLine, sizeof( g_szLine ), g_fpInput ) != NULL) { g_iLinecount++; if(g_szLine[0] == '#') continue; char *endP = strrchr(g_szLine, '\n'); if(endP != NULL) *endP = '\0'; char *sp[128]; char **spp = sp; char sep[] = " "; split(g_szLine, sep, sp); int numSplit = 0; while(*spp != NULL) { spp++; numSplit++; } if(numSplit < 1 || *sp[0] == '\n') continue; // int numRead = sscanf( g_szLine, "%s %s %s", cmd, &option, &option2 ); // // Blank line // if ((numRead == EOF) || (numRead == 0)) // continue; // commands char *cmd; int numOptions = numSplit - 1; cmd = sp[0]; if(checkCommand(cmd, "twoJointIKSolve", 1, numOptions)) { printf("\nCreating two joint IK solve %s\n", sp[1]); pTemplate->ikSolves[pTemplate->numIKSolves] = New_IKSolve(); strcpy(pTemplate->ikSolves[pTemplate->numIKSolves]->jointNameString, sp[1]); pTemplate->numIKSolves++; } else if(checkCommand(cmd, "oneJointPlaneConstraint", 1, numOptions)) { printf("\nCreating one joint plane constraint %s\n", sp[1]); pTemplate->planeConstraints[pTemplate->numPlaneConstraints] = New_planeConstraint(pTemplate->toeFloorZ); strcpy(pTemplate->planeConstraints[pTemplate->numPlaneConstraints]->jointNameString, sp[1]); pTemplate->numPlaneConstraints++; } else if(checkCommand(cmd, "reverseSolve", 1, numOptions)) { printf("reverseSolve: %s\n", sp[1]); pTemplate->ikSolves[pTemplate->numIKSolves - 1]->reverseSolve = atoi(sp[1]); } else if(checkCommand(cmd, "extremityScale", 1, numOptions)) { printf("extremityScale: %s\n", sp[1]); pTemplate->ikSolves[pTemplate->numIKSolves - 1]->extremityScale = atof(sp[1]); } else if(checkCommand(cmd, "limbRootOffsetScale", 3, numOptions)) { printf("limbRootOffsetScale: %s %s %s\n", sp[1], sp[2], sp[3]); pTemplate->ikSolves[pTemplate->numIKSolves - 1]->limbRootOffsetScale[0] = atof(sp[1]); pTemplate->ikSolves[pTemplate->numIKSolves - 1]->limbRootOffsetScale[1] = atof(sp[2]); pTemplate->ikSolves[pTemplate->numIKSolves - 1]->limbRootOffsetScale[2] = atof(sp[3]); } else if(checkCommand(cmd, "toeFloorZ", 1, numOptions)) { printf("toeFloorZ: %s\n", sp[1]); pTemplate->toeFloorZ = atof(sp[1]); } else if(checkCommand(cmd, "relativeLock", 2, numOptions)) { printf("relativeLock: %s\n", sp[1]); pTemplate->ikSolves[pTemplate->numIKSolves - 1]->doRelativeLock = 1; strcpy(pTemplate->ikSolves[pTemplate->numIKSolves - 1]->relativeLockNameString, sp[1]); pTemplate->ikSolves[pTemplate->numIKSolves - 1]->relativeLockScale = atof(sp[2]); } else if(checkCommand(cmd, "rootScaleJoint", 1, numOptions)) { printf("\nrootScaleJoint: %s\n", sp[1]); strcpy(pTemplate->rootScaleJoint, sp[1]); } else if(checkCommand(cmd, "rootScaleAmount", 1, numOptions)) { printf("rootScaleAmount: %s\n", sp[1]); pTemplate->rootScaleAmount = atof(sp[1]); } else if(checkCommand(cmd, "jointScale", 2, numOptions)) { printf("\nCreating joint scale %s of %s\n", sp[1], sp[2]); pTemplate->jointScales[pTemplate->numJointScales] = (s_jointScale_t *)kalloc(1, sizeof(s_jointScale_t)); strcpy(pTemplate->jointScales[pTemplate->numJointScales]->jointNameString, sp[1]); pTemplate->jointScales[pTemplate->numJointScales]->scale = atof(sp[2]); pTemplate->numJointScales++; } else if(checkCommand(cmd, "skeletonScale", 2, numOptions)) { printf("\nCreating skeleton scale of %s\n", sp[1]); pTemplate->doSkeletonScale = 1; pTemplate->skeletonScale = atof(sp[1]); } else { MdlWarning("unknown studio command\n" ); } } fclose( g_fpInput ); return pTemplate; } //----------------------------------------------------------------------------- // get node index from node string name //----------------------------------------------------------------------------- int GetNodeIndex(s_source_t *psource, char *nodeName) { for(int i = 0; i < psource->numbones; i++) { if(strcmp(nodeName, psource->localBone[i].name) == 0) { return i; } } return -1; } //----------------------------------------------------------------------------- // get node index from node string name //----------------------------------------------------------------------------- void GetNodePath(s_source_t *psource, int startIndex, int endIndex, int *path) { *path = endIndex; s_node_t *nodes; nodes = psource->localBone; while(*path != startIndex) { int parent = nodes[*path].parent; path++; *path = parent; } path++; *path = -1; } void SumBonePathTranslations(int *indexPath, s_bone_t *boneArray, Vector &resultVector, int rootOffset = 0) { // walk the path int rootIndex = *indexPath; int *pathPtr = indexPath; // M_matrix4x4_t matrixCum; // find length of path int length = 0; while(*pathPtr != -1) { length++; pathPtr++; } int l = length - (1 + rootOffset); resultVector[0] = 0.0; resultVector[1] = 0.0; resultVector[2] = 0.0; for(int i = l; i > -1; i--) { s_bone_t *thisBone = boneArray + indexPath[i]; resultVector += thisBone->pos; } } void CatBonePath(int *indexPath, s_bone_t *boneArray, M_matrix4x4_t &resultMatrix, int rootOffset = 0) { // walk the path int rootIndex = *indexPath; int *pathPtr = indexPath; // M_matrix4x4_t matrixCum; // find length of path int length = 0; while(*pathPtr != -1) { length++; pathPtr++; } int l = length - (1 + rootOffset); for(int i = l; i > -1; i--) { s_bone_t *thisBone = boneArray + indexPath[i]; // printf("bone index: %i %i\n", i, indexPath[i]); // printf("pos: %f %f %f, rot: %f %f %f\n", thisBone->pos.x, thisBone->pos.y, thisBone->pos.z, thisBone->rot.x, thisBone->rot.y, thisBone->rot.z); M_matrix4x4_t thisMatrix; M_AngleMatrix(thisBone->rot, thisBone->pos, thisMatrix); // PRINTMAT(thisMatrix) M_matrix4x4_t tempCum; M_MatrixCopy(resultMatrix, tempCum); M_ConcatTransforms(thisMatrix, tempCum, resultMatrix); } // PRINTMAT(matrixCum); // M_MatrixAngles(matrixCum, resultBone.rot, resultBone.pos); // printf("pos: %f %f %f, rot: %f %f %f\n", resultBone.pos.x,resultBone.pos.y, resultBone.pos.z, RAD2DEG(resultBone.rot.x),RAD2DEG(resultBone.rot.y),RAD2DEG(resultBone.rot.z)); } // int ConformSources(s_source_t *pSource, s_source_t *pTarget) // { // if(pSource->numbones != *pTarget->numbones) // { // printf("ERROR: The number of bones in the target file must match the source file."); // return 1; // } // if(pSource->numframes != pTarget->numframes) // { // printf("Note: Source and target frame lengths do not match"); // for(int t = 0; t < pTarget->numframes; t++) // { // free(pTarget->rawanim[t]); // } // pTarget->numframes = pSource->numframes; // int size = pTarget->numbones * sizeof( s_bone_t ); // for(t = 0; t < pTarget->numframes; t++) // { // pTarget->rawanim[t] = (s_bone_t *) kalloc(1, size); // memcpy((void *) pSource->rawanim[t], (void *) pTarget->rawanim[t], size // } // } // pTarget->startframe = pSource->startframe; // pTarget->endframe = pSource->endframe; void ScaleJointsFrame(s_source_t *pSkeleton, s_jointScale_t *jointScale, int t) { int numBones = pSkeleton->numbones; for(int i = 0; i < numBones; i++) { s_node_t pNode = pSkeleton->localBone[i]; s_bone_t *pSkelBone = &pSkeleton->rawanim[t][i]; if(strcmp(jointScale->jointNameString, pNode.name) == 0) { // printf("Scaling joint %s\n", pNode.name); pSkelBone->pos = pSkelBone->pos * jointScale->scale; } } } void ScaleJoints(s_source_t *pSkeleton, s_jointScale_t *jointScale) { int numFrames = pSkeleton->numframes; for(int t = 0; t < numFrames; t++) { ScaleJointsFrame(pSkeleton, jointScale, t); } } void ScaleSkeletonFrame(s_source_t *pSkeleton, float scale, int t) { int numBones = pSkeleton->numbones; for(int i = 0; i < numBones; i++) { s_bone_t *pSkelBone = &pSkeleton->rawanim[t][i]; pSkelBone->pos = pSkelBone->pos * scale; } } void ScaleSkeleton(s_source_t *pSkeleton, float scale) { int numFrames = pSkeleton->numframes; for(int t = 0; t < numFrames; t++) { ScaleSkeletonFrame(pSkeleton, scale, t); } } void CombineSkeletonAnimationFrame(s_source_t *pSkeleton, s_source_t *pAnimation, s_bone_t **ppAnim, int t) { int numBones = pAnimation->numbones; int size = numBones * sizeof( s_bone_t ); ppAnim[t] = (s_bone_t *) kalloc(1, size); for(int i = 0; i < numBones; i++) { s_node_t pNode = pAnimation->localBone[i]; s_bone_t pAnimBone = pAnimation->rawanim[t][i]; if(pNode.parent > -1) { if ( i < pSkeleton->numbones ) { s_bone_t pSkelBone = pSkeleton->rawanim[0][i]; ppAnim[t][i].pos = pSkelBone.pos; } else { if ( !g_bGaveMissingBoneWarning ) { g_bGaveMissingBoneWarning = true; Warning( "Warning: Target skeleton has less bones than source animation. Reverting to source data for extra bones.\n" ); } ppAnim[t][i].pos = pAnimBone.pos; } } else { ppAnim[t][i].pos = pAnimBone.pos; } ppAnim[t][i].rot = pAnimBone.rot; } } void CombineSkeletonAnimation(s_source_t *pSkeleton, s_source_t *pAnimation, s_bone_t **ppAnim) { int numFrames = pAnimation->numframes; for(int t = 0; t < numFrames; t++) { CombineSkeletonAnimationFrame(pSkeleton, pAnimation, ppAnim, t); } } //-------------------------------------------------------------------- // MotionMap //-------------------------------------------------------------------- s_source_t *MotionMap( s_source_t *pSource, s_source_t *pTarget, s_template_t *pTemplate ) { // scale skeleton if(pTemplate->doSkeletonScale) { ScaleSkeleton(pTarget, pTemplate->skeletonScale); } // scale joints for(int j = 0; j < pTemplate->numJointScales; j++) { s_jointScale_t *pJointScale = pTemplate->jointScales[j]; ScaleJoints(pTarget, pJointScale); } // root stuff char rootString[128] = "ValveBiped.Bip01"; // !!! PARAMETER int rootIndex = GetNodeIndex(pSource, rootString); int rootScaleIndex = GetNodeIndex(pSource, pTemplate->rootScaleJoint); int rootScalePath[512]; if(rootScaleIndex > -1) { GetNodePath(pSource, rootIndex, rootScaleIndex, rootScalePath); } else { printf("Error: Can't find node: %s\n" , rootScalePath); exit(0); } float rootScaleLengthSrc = pSource->rawanim[0][rootScaleIndex].pos[BONEDIR]; float rootScaleParentLengthSrc = pSource->rawanim[0][rootScalePath[1]].pos[BONEDIR]; float rootScaleSrc = rootScaleLengthSrc + rootScaleParentLengthSrc; float rootScaleLengthTgt = pTarget->rawanim[0][rootScaleIndex].pos[BONEDIR]; float rootScaleParentLengthTgt = pTarget->rawanim[0][rootScalePath[1]].pos[BONEDIR]; float rootScaleTgt = rootScaleLengthTgt + rootScaleParentLengthTgt; float rootScaleDelta = rootScaleTgt - rootScaleSrc; float rootScaleFactor = rootScaleTgt / rootScaleSrc; if(g_verbose) printf("Root Scale Factor: %f\n", rootScaleFactor); // root scale origin float toeFloorZ = pTemplate->toeFloorZ; Vector rootScaleOrigin = pSource->rawanim[0][rootIndex].pos; rootScaleOrigin[2] = toeFloorZ; // setup workspace s_bone_t *combinedRefAnimation[MAXSTUDIOANIMFRAMES]; s_bone_t *combinedAnimation[MAXSTUDIOANIMFRAMES]; s_bone_t *sourceAnimation[MAXSTUDIOANIMFRAMES]; CombineSkeletonAnimation(pTarget, pSource, combinedAnimation); CombineSkeletonAnimation(pTarget, pSource, combinedRefAnimation); // do source and target sanity checking int sourceNumFrames = pSource->numframes; int targetNumFrames = pTarget->numframes; // iterate through limb solves for(int t = 0; t < sourceNumFrames; t++) { // setup pTarget for skeleton comparison pTarget->rawanim[t] = combinedRefAnimation[t]; printf("Note: Processing frame: %i\n", t); for(int ii = 0; ii < pTemplate->numIKSolves; ii++) { s_iksolve_t *thisSolve = pTemplate->ikSolves[ii]; char *thisJointNameString = thisSolve->jointNameString; int thisJointIndex = GetNodeIndex(pSource, thisJointNameString); // init paths to feet int thisJointPathInRoot[512]; // get paths to feet if(thisJointIndex > -1) { GetNodePath(pSource, rootIndex, thisJointIndex, thisJointPathInRoot); } else { printf("Error: Can't find node: %s\n" , thisJointNameString); exit(0); } // leg "root" or thigh pointers int gParentIndex = thisJointPathInRoot[2]; int *gParentPath = thisJointPathInRoot + 2; //---------------------------------------------------------------- // get limb lengths //---------------------------------------------------------------- float thisJointLengthSrc = pSource->rawanim[0][thisJointIndex].pos[BONEDIR]; float parentJointLengthSrc = pSource->rawanim[0][thisJointPathInRoot[1]].pos[BONEDIR]; float thisLimbLengthSrc = thisJointLengthSrc + parentJointLengthSrc; float thisJointLengthTgt = pTarget->rawanim[0][thisJointIndex].pos[BONEDIR]; float parentJointLengthTgt = pTarget->rawanim[0][thisJointPathInRoot[1]].pos[BONEDIR]; float thisLimbLengthTgt = thisJointLengthTgt + parentJointLengthTgt; // Factor leg length delta float thisLimbLength = thisLimbLengthSrc - thisLimbLengthTgt; float thisLimbLengthFactor = thisLimbLengthTgt / thisLimbLengthSrc; if(g_verbose) printf("limb length %s: %i: %f, factor %f\n", thisJointNameString, thisJointIndex, thisLimbLength, thisLimbLengthFactor); // calculate joint grandparent offset // Note: because there's no reference pose this doesn't take rotation into account. // This only works because of the assumption that joint translations aren't animated. M_matrix4x4_t gParentGlobalMatSrc, gParentGlobalMatTgt; Vector gParentGlobalSrc, gParentGlobalTgt; // SumBonePathTranslations(gParentPath, pSource->rawanim[t], gParentGlobalSrc, 1); // SumBonePathTranslations(gParentPath, pTarget->rawanim[t], gParentGlobalTgt, 1); // get root path to source parent CatBonePath(gParentPath, pSource->rawanim[t], gParentGlobalMatSrc, 1); // check against reference animation CatBonePath(gParentPath, pTarget->rawanim[t], gParentGlobalMatTgt, 1); gParentGlobalSrc[0] = gParentGlobalMatSrc[3][0]; gParentGlobalSrc[1] = gParentGlobalMatSrc[3][1]; gParentGlobalSrc[2] = gParentGlobalMatSrc[3][2]; gParentGlobalTgt[0] = gParentGlobalMatTgt[3][0]; gParentGlobalTgt[1] = gParentGlobalMatTgt[3][1]; gParentGlobalTgt[2] = gParentGlobalMatTgt[3][2]; Vector gParentDelta(gParentGlobalTgt - gParentGlobalSrc); if(g_verbose) printf("Grand parent delta: %f %f %f\n", gParentDelta[0], gParentDelta[1], gParentDelta[2]); gParentDelta *= thisSolve->limbRootOffsetScale; //---------------------------------------------------------------- // time takes effect here // above waste is unavoidable? //---------------------------------------------------------------- M_matrix4x4_t rootMat; M_AngleMatrix(pSource->rawanim[t][rootIndex].rot, pSource->rawanim[t][rootIndex].pos, rootMat); // OK, time to get it together // 1) scale foot by legLengthFactor in the non-translated thigh space // 2) translate foot by legRootDelta in the space of the root // do we leave everything in the space of the root then? PROBABLY!! M_matrix4x4_t thisJointMat, parentJointMat, thisJointInGParentMat; M_AngleMatrix(pSource->rawanim[t][thisJointPathInRoot[0]].rot, pSource->rawanim[t][thisJointPathInRoot[0]].pos, thisJointMat); M_AngleMatrix(pSource->rawanim[t][thisJointPathInRoot[1]].rot, pSource->rawanim[t][thisJointPathInRoot[1]].pos, parentJointMat); M_ConcatTransforms(thisJointMat, parentJointMat, thisJointInGParentMat); if(!thisSolve->doRelativeLock) { // scale around grand parent float effectiveScaleFactor = ((thisLimbLengthFactor - 1.0) * thisSolve->extremityScale ) + 1.0; thisJointInGParentMat[3][0] *= effectiveScaleFactor; thisJointInGParentMat[3][1] *= effectiveScaleFactor; thisJointInGParentMat[3][2] *= effectiveScaleFactor; } // adjust into source root space M_matrix4x4_t gParentInRootMat, thisJointInRootMat; CatBonePath(gParentPath, pSource->rawanim[t], gParentInRootMat, 1); M_ConcatTransforms(thisJointInGParentMat, gParentInRootMat, thisJointInRootMat); if(!thisSolve->doRelativeLock) { // adjust by difference of local root thisJointInRootMat[3][0] += gParentDelta[0]; thisJointInRootMat[3][1] += gParentDelta[1]; thisJointInRootMat[3][2] += gParentDelta[2]; } else { char *relativeJointNameString = thisSolve->relativeLockNameString; int relativeJointIndex = GetNodeIndex(pSource, relativeJointNameString); // init paths to feet int relativeJointPathInRoot[512]; // get paths to feet if(relativeJointIndex > -1) { GetNodePath(pSource, rootIndex, relativeJointIndex, relativeJointPathInRoot); } else { printf("Error: Can't find node: %s\n" , relativeJointNameString); exit(0); } // get the source relative joint M_matrix4x4_t relativeJointInRootMatSrc, relativeJointInRootMatSrcInverse, thisJointInRelativeSrcMat; CatBonePath(relativeJointPathInRoot, pSource->rawanim[t], relativeJointInRootMatSrc, 1); M_MatrixInvert(relativeJointInRootMatSrc, relativeJointInRootMatSrcInverse); M_ConcatTransforms(thisJointInRootMat, relativeJointInRootMatSrcInverse, thisJointInRelativeSrcMat); if(thisSolve->relativeLockScale != 1.0) { thisJointInRelativeSrcMat[3][0] *= thisSolve->relativeLockScale; thisJointInRelativeSrcMat[3][1] *= thisSolve->relativeLockScale; thisJointInRelativeSrcMat[3][2] *= thisSolve->relativeLockScale; } // swap momentarily to get new destination // NOTE: the relative lock must have already been solved sourceAnimation[t] = pSource->rawanim[t]; pSource->rawanim[t] = combinedAnimation[t]; // get new relative location M_matrix4x4_t relativeJointInRootMatTgt; CatBonePath(relativeJointPathInRoot, pSource->rawanim[t], relativeJointInRootMatTgt, 1); M_ConcatTransforms(thisJointInRelativeSrcMat, relativeJointInRootMatTgt, thisJointInRootMat); // swap back just for cleanliness // a little overkill as it's just swapped // just leaving it here for clarity combinedAnimation[t] = pSource->rawanim[t]; pSource->rawanim[t] = sourceAnimation[t]; } //---------------------------------------------------------------- // swap animation //---------------------------------------------------------------- sourceAnimation[t] = pSource->rawanim[t]; pSource->rawanim[t] = combinedAnimation[t]; //---------------------------------------------------------------- // make thigh data global based on new skeleton //---------------------------------------------------------------- // get thigh in global space M_matrix4x4_t gParentInTgtRootMat, ggParentInTgtRootMat; // int *gParentPath = thisJointPathInRoot + 2; CatBonePath(gParentPath, pSource->rawanim[t], gParentInTgtRootMat, 1); CatBonePath(gParentPath+1, pSource->rawanim[t], ggParentInTgtRootMat, 1); //---------------------------------------------------------------- // Calculate IK for legs //---------------------------------------------------------------- float parentJointLength = pSource->rawanim[t][*(thisJointPathInRoot + 1)].pos[BONEDIR]; float thisJointLength = pSource->rawanim[t][thisJointIndex].pos[BONEDIR]; Vector thisLimbHypot; thisLimbHypot[0] = thisJointInRootMat[3][0] - gParentInTgtRootMat[3][0]; thisLimbHypot[1] = thisJointInRootMat[3][1] - gParentInTgtRootMat[3][1]; thisLimbHypot[2] = thisJointInRootMat[3][2] - gParentInTgtRootMat[3][2]; float thisLimbHypotLength = thisLimbHypot.Length(); // law of cosines! float gParentCos = (thisLimbHypotLength*thisLimbHypotLength + parentJointLength*parentJointLength - thisJointLength*thisJointLength) / (2*parentJointLength*thisLimbHypotLength); float parentCos = (parentJointLength*parentJointLength + thisJointLength*thisJointLength - thisLimbHypotLength*thisLimbHypotLength) / (2*parentJointLength*thisJointLength); VectorNormalize(thisLimbHypot); Vector thisLimbHypotUnit = thisLimbHypot; M_matrix4x4_t gParentJointIKMat; Vector gParentJointIKRot, gParentJointIKOrth; gParentJointIKRot[0] = gParentInTgtRootMat[BONEUP][0]; gParentJointIKRot[1] = gParentInTgtRootMat[BONEUP][1]; gParentJointIKRot[2] = gParentInTgtRootMat[BONEUP][2]; VectorNormalize(gParentJointIKRot); gParentJointIKOrth = gParentJointIKRot.Cross(thisLimbHypotUnit); VectorNormalize(gParentJointIKOrth); gParentJointIKRot = thisLimbHypotUnit.Cross(gParentJointIKOrth); VectorNormalize(gParentJointIKRot); M_MatrixCopy(gParentInTgtRootMat, gParentJointIKMat); gParentJointIKMat[0][0] = thisLimbHypotUnit[0]; gParentJointIKMat[0][1] = thisLimbHypotUnit[1]; gParentJointIKMat[0][2] = thisLimbHypotUnit[2]; gParentJointIKMat[1][0] = gParentJointIKOrth[0]; gParentJointIKMat[1][1] = gParentJointIKOrth[1]; gParentJointIKMat[1][2] = gParentJointIKOrth[2]; gParentJointIKMat[2][0] = gParentJointIKRot[0]; gParentJointIKMat[2][1] = gParentJointIKRot[1]; gParentJointIKMat[2][2] = gParentJointIKRot[2]; M_matrix4x4_t gParentJointIKRotMat, gParentJointResultMat; float gParentDeg; if(thisSolve->reverseSolve) { gParentDeg = acos(gParentCos); } else { gParentDeg = -acos(gParentCos); } // sanity check limb length if(thisLimbHypotLength < thisLimbLengthTgt) { M_RotateZMatrix(gParentDeg, gParentJointIKRotMat); } M_ConcatTransforms(gParentJointIKRotMat, gParentJointIKMat, gParentJointResultMat); M_matrix4x4_t parentJointIKRotMat; //!!! shouldn't need the 180 degree addition, something in the law of cosines!!! float parentDeg; if(thisSolve->reverseSolve) { parentDeg = acos(parentCos)+M_PI; } else { parentDeg = -acos(parentCos)+M_PI; } // sanity check limb length if(thisLimbHypotLength < thisLimbLengthTgt) { M_RotateZMatrix(parentDeg, parentJointIKRotMat); } // Thighs M_matrix4x4_t ggParentInTgtRootMatInverse, gParentJointLocalMat; M_MatrixInvert(ggParentInTgtRootMat, ggParentInTgtRootMatInverse); M_ConcatTransforms(gParentJointResultMat, ggParentInTgtRootMatInverse, gParentJointLocalMat); s_bone_t resultBone; // temp test stuff // M_MatrixAngles(thisJointInRootMat, resultBone.rot, resultBone.pos); // pSource->rawanim[t][thisJointIndex].rot = resultBone.rot; // pSource->rawanim[t][thisJointIndex].pos = resultBone.pos; // M_MatrixAngles(gParentInTgtRootMat, resultBone.rot, resultBone.pos); // pSource->rawanim[t][gParentIndex].rot = resultBone.rot; // pSource->rawanim[t][gParentIndex].pos = resultBone.pos; M_MatrixAngles(gParentJointLocalMat, resultBone.rot, resultBone.pos); pSource->rawanim[t][*gParentPath].pos = resultBone.pos; pSource->rawanim[t][*gParentPath].rot = resultBone.rot; M_MatrixAngles(parentJointIKRotMat, resultBone.rot, resultBone.pos); pSource->rawanim[t][*(thisJointPathInRoot+1)].rot = resultBone.rot; M_matrix4x4_t parentJointGlobalMat, parentJointGlobalMatInverse, thisJointLocalMat; CatBonePath(thisJointPathInRoot+1, pSource->rawanim[t], parentJointGlobalMat, 1); M_MatrixInvert(parentJointGlobalMat, parentJointGlobalMatInverse); M_ConcatTransforms(thisJointInRootMat, parentJointGlobalMatInverse, thisJointLocalMat); M_MatrixAngles(thisJointLocalMat, resultBone.rot, resultBone.pos); pSource->rawanim[t][thisJointIndex].rot = resultBone.rot; // swap animation back for next solve combinedAnimation[t] = pSource->rawanim[t]; pSource->rawanim[t] = sourceAnimation[t]; } // swap animation sourceAnimation[t] = pSource->rawanim[t]; pSource->rawanim[t] = combinedAnimation[t]; //---------------------------------------------------------------- // adjust root //---------------------------------------------------------------- Vector originBonePos = pSource->rawanim[t][rootIndex].pos; Vector rootInScaleOrigin = originBonePos - rootScaleOrigin; float effectiveRootScale = ((rootScaleFactor - 1.0) * pTemplate->rootScaleAmount) + 1.0; Vector scaledRoot = rootInScaleOrigin * effectiveRootScale; pSource->rawanim[t][rootIndex].pos = rootScaleOrigin + scaledRoot; //------------------------------------------------------------ // plane constraints //------------------------------------------------------------ for(int ii = 0; ii < pTemplate->numPlaneConstraints; ii++) { s_planeConstraint_t *thisSolve = pTemplate->planeConstraints[ii]; char *thisJointNameString = thisSolve->jointNameString; if(g_verbose) printf("Executing plane constraint: %s\n", thisJointNameString); int thisJointIndex = GetNodeIndex(pSource, thisJointNameString); // init paths to feet int thisJointPath[512]; // get paths to feet if(thisJointIndex > -1) { GetNodePath(pSource, -1, thisJointIndex, thisJointPath); } else { printf("Error: Can't find node: %s\n" , thisJointNameString); exit(0); } int parentIndex = thisJointPath[1]; int *parentPath = thisJointPath + 1; M_matrix4x4_t thisJointGlobalMat, parentJointGlobalMat, gParentJointGlobalMat, gParentJointGlobalMatInverse; CatBonePath(thisJointPath, pSource->rawanim[t], thisJointGlobalMat, 0); CatBonePath(parentPath, pSource->rawanim[t], parentJointGlobalMat, 0); CatBonePath(parentPath+1, pSource->rawanim[t], gParentJointGlobalMat, 0); M_MatrixInvert(gParentJointGlobalMat, gParentJointGlobalMatInverse); if(thisJointGlobalMat[3][thisSolve->axis] < thisSolve->floor) { // printf("-- broken plane: %f\n", thisJointGlobalMat[3][thisSolve->axis]); if(parentJointGlobalMat[3][thisSolve->axis] < thisSolve->floor) { printf("Error: Constraint parent has broken the plane, this frame's plane constraint unsolvable!\n"); } else { Vector parentJointAtPlane(parentJointGlobalMat[3][0], parentJointGlobalMat[3][1], parentJointGlobalMat[3][2]); Vector parentPos(parentJointGlobalMat[3][0], parentJointGlobalMat[3][1], parentJointGlobalMat[3][2]); Vector thisJointAtPlane(thisJointGlobalMat[3][0], thisJointGlobalMat[3][1], thisJointGlobalMat[3][2]); Vector thisJointPos(thisJointGlobalMat[3][0], thisJointGlobalMat[3][1], thisJointGlobalMat[3][2]); thisJointAtPlane[thisSolve->axis] = thisSolve->floor; parentJointAtPlane[thisSolve->axis] = thisSolve->floor; float thisJointLength = pSource->rawanim[t][thisJointIndex].pos[BONEAXIS]; float parentLengthToPlane = parentPos[thisSolve->axis] - thisSolve->floor; float adjacent = sqrtf((thisJointLength * thisJointLength) - (parentLengthToPlane * parentLengthToPlane)); Vector parentDirection = thisJointAtPlane - parentJointAtPlane; VectorNormalize(parentDirection); Vector newJointPos = parentJointAtPlane + (parentDirection * adjacent); Vector newParentDir = newJointPos - parentPos; Vector parentUp(parentJointGlobalMat[BONEUP][0], parentJointGlobalMat[BONEUP][1], parentJointGlobalMat[BONEUP][2]); VectorNormalize(newParentDir); VectorNormalize(parentUp); // Vector parentSide = newParentDir.Cross(parentUp); Vector parentSide = parentUp.Cross(newParentDir); VectorNormalize(parentSide); parentUp = newParentDir.Cross(parentSide); // parentUp = parentSide.Cross(newParentDir); VectorNormalize(parentUp); parentJointGlobalMat[BONEDIR][0] = newParentDir[0]; parentJointGlobalMat[BONEDIR][1] = newParentDir[1]; parentJointGlobalMat[BONEDIR][2] = newParentDir[2]; parentJointGlobalMat[BONEUP][0] = parentUp[0]; parentJointGlobalMat[BONEUP][1] = parentUp[1]; parentJointGlobalMat[BONEUP][2] = parentUp[2]; parentJointGlobalMat[BONESIDE][0] = parentSide[0]; parentJointGlobalMat[BONESIDE][1] = parentSide[1]; parentJointGlobalMat[BONESIDE][2] = parentSide[2]; M_matrix4x4_t newParentJointMat; M_ConcatTransforms(parentJointGlobalMat, gParentJointGlobalMatInverse, newParentJointMat); s_bone_t resultBone; M_MatrixAngles(newParentJointMat, resultBone.rot, resultBone.pos); pSource->rawanim[t][parentIndex].rot = resultBone.rot; } } } // swap animation back for next solve combinedAnimation[t] = pSource->rawanim[t]; pSource->rawanim[t] = sourceAnimation[t]; } for(int t = 0; t < sourceNumFrames; t++) { pTarget->rawanim[t] = combinedAnimation[t]; } pTarget->numframes = sourceNumFrames; #if 0 // Process motion mapping into out and return that s_source_t *out = new s_source_t; return out; #else // Just returns the start animation, to test the Save_SMD API. return pTarget; #endif } char templates[] = "\n\ #\n\ # default template file is analogus to not specifying a template file at all\n\ #\n\ \n\ rootScaleJoint ValveBiped.Bip01_L_Foot\n\ rootScaleAmount 1.0\n\ toeFloorZ 2.7777\n\ \n\ twoJointIKSolve ValveBiped.Bip01_L_Foot\n\ reverseSolve 0\n\ extremityScale 1.0\n\ limbRootOffsetScale 1.0 1.0 0.0\n\ \n\ twoJointIKSolve ValveBiped.Bip01_R_Foot\n\ reverseSolve 0\n\ extremityScale 1.0\n\ limbRootOffsetScale 1.0 1.0 0.0\n\ \n\ oneJointPlaneConstraint ValveBiped.Bip01_L_Toe0\n\ \n\ oneJointPlaneConstraint ValveBiped.Bip01_R_Toe0\n\ \n\ twoJointIKSolve ValveBiped.Bip01_R_Hand\n\ reverseSolve 1\n\ extremityScale 1.0\n\ limbRootOffsetScale 0.0 0.0 1.0\n\ \n\ twoJointIKSolve ValveBiped.Bip01_L_Hand\n\ reverseSolve 1\n\ extremityScale 1.0\n\ limbRootOffsetScale 0.0 0.0 1.0\n\ \n\ "; void UsageAndExit() { MdlError( "usage: motionmapper [-quiet] [-verbose] [-templateFile filename] [-printTemplates] sourceanim.smd targetskeleton.smd output.smd\n\ \tsourceanim: should contain ref pose and animation data\n\ \ttargetsekeleton: should contain new ref pose, animation data ignored/can be absent\n\ \toutput: animation from source mapped onto target skeleton (contains new ref pose)\n\ \t-templateFile filename : specifies a template file for guiding the mapping of motion\n\ \t-printTemplate: Causes motionmapper to output the contents of an example template file, which can be used in conjunction with the -templateFile argument to create various motion effects.\n\ \n"); } void PrintHeader() { vprint( 0, "Valve Software - motionmapper.exe ((c) Valve Coroporation %s)\n", __DATE__ ); vprint( 0, "--- Maps motion from one animation/skeleton onto another skeleton ---\n" ); } /* ============== main ============== */ int main (int argc, char **argv) { int i; int useTemplate = 0; char templateFileName[1024]; // Header PrintHeader(); // Init command line stuff CommandLine()->CreateCmdLine( argc, argv ); InstallSpewFunction(); // init math stuff MathLib_Init( 2.2f, 2.2f, 0.0f, 2.0f, false, false, false, false ); g_currentscale = g_defaultscale = 1.0; g_defaultrotation = RadianEuler( 0, 0, M_PI / 2 ); // No args? if (argc == 1) { UsageAndExit(); } // Init variable g_quiet = false; // list template hooey CUtlVector< CUtlSymbol > filenames; // Get args for (i = 1; i < argc; i++) { // Switches if (argv[i][0] == '-') { if (!stricmp(argv[i], "-allowdebug")) { // Ignore, used by interface system to catch debug builds checked into release tree continue; } if (!stricmp(argv[i], "-quiet")) { g_quiet = true; g_verbose = false; continue; } if (!stricmp(argv[i], "-verbose")) { g_quiet = false; g_verbose = true; continue; } if (!stricmp(argv[i], "-printTemplate")) { printf("%s\n", templates); exit(0); } if (!stricmp(argv[i], "-templateFile")) { if(i + 1 < argc) { strcpy( templateFileName, argv[i+1]); useTemplate = 1; printf("Note: %s passed as template file", templateFileName); } else { printf("Error: -templateFile requires an argument, none found!"); UsageAndExit(); } i++; continue; } } else { // more template stuff CUtlSymbol sym = argv[ i ]; filenames.AddToTail( sym ); } } // Enough file args? if ( filenames.Count() != 3 ) { // misformed arguments // otherwise generating unintended results printf("Error: 3 file arguments required, %i found!", filenames.Count()); UsageAndExit(); } // Filename arg indexes int sourceanim = 0; int targetskel = 1; int outputanim = 2; // Copy arg string to global variable strcpy( g_outfile, filenames[ outputanim ].String() ); // Init filesystem hooey CmdLib_InitFileSystem( g_outfile ); // ?? Q_FileBase( g_outfile, g_outfile, sizeof( g_outfile ) ); // Verbose stuff if (!g_quiet) { vprint( 0, "%s, %s, %s, path %s\n", qdir, gamedir, g_outfile ); } // ?? Q_DefaultExtension(g_outfile, ".smd", sizeof( g_outfile ) ); // Verbose stuff if (!g_quiet) { vprint( 0, "Source animation: %s\n", filenames[ sourceanim ].String() ); vprint( 0, "Target skeleton: %s\n", filenames[ targetskel ].String() ); vprint( 0, "Creating on \"%s\"\n", g_outfile); } // fullpath = EXTERNAL GLOBAL!!!??? strcpy( fullpath, g_outfile ); strcpy( fullpath, ExpandPath( fullpath ) ); strcpy( fullpath, ExpandArg( fullpath ) ); // Load source and target data s_source_t *pSource = Load_Source( filenames[sourceanim].String(), "smd", false, false ); s_source_t *pTarget = Load_Source( filenames[targetskel].String(), "smd", false, false ); // s_template_t *pTemplate = NULL; if(useTemplate) { pTemplate = Load_Template(templateFileName); } else { printf("Note: No template file specified, using defaults settings.\n"); pTemplate = New_Template(); Set_DefaultTemplate(pTemplate); } // Process skeleton s_source_t *pMappedAnimation = MotionMap( pSource, pTarget, pTemplate ); // Save output (ref skeleton & animation data); Save_SMD( fullpath, pMappedAnimation ); Q_StripExtension( filenames[outputanim].String(), outname, sizeof( outname ) ); // Verbose stuff if (!g_quiet) { vprint( 0, "\nCompleted \"%s\"\n", g_outfile); } return 0; }
# | Change | User | Description | Committed | |
---|---|---|---|---|---|
#1 | 5821 | Knut Wikstrom |
Added Valve Source code. This is NOT to be commited to other than new code from Valve. |