//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ // //=============================================================================// // // studiomdl.c: generates a studio .mdl file from a .qc script // sources/.mdl. // #pragma warning( disable : 4244 ) #pragma warning( disable : 4237 ) #pragma warning( disable : 4305 ) #include #include #include #include #include "cmdlib.h" #include "scriplib.h" #include "mathlib/mathlib.h" #include "studio.h" #include "studiomdl.h" int lookup_index( s_source_t *psource, int material, Vector& vertex, Vector& normal, Vector2D texcoord, int iCount, int bones[], float weights[], int iExtras, float extras[] ) { int i, j, k; for (i = 0; i < g_numvlist; i++) { if (v_listdata[i].m == material && DotProduct( g_normal[i], normal ) > normal_blend && VectorCompare( g_vertex[i], vertex ) && g_texcoord[0][i][0] == texcoord[0] && g_texcoord[0][i][1] == texcoord[1]) { if (g_bone[i].numbones == iCount) { for (j = 0; j < iCount; j++) { if (g_bone[i].bone[j] != bones[j] || g_bone[i].weight[j] != weights[j]) break; } if (j == iCount) { // Assume extra floats are additional texcoords for (k = 0; k < (iExtras / 2); k++) { if (v_listdata[i].t[k + 1] == -1) // Texcoord not set break; if (g_texcoord[k + 1][i][0] != extras[k * 2]) break; if (g_texcoord[k + 1][i][1] != extras[k * 2 + 1]) break; } if (k == (iExtras/2)) { v_listdata[i].lastref = g_numvlist; return i; } } } } } if (i >= MAXSTUDIOSRCVERTS) { MdlError( "too many indices in source: \"%s\"\n", psource->filename); } VectorCopy( vertex, g_vertex[i] ); VectorCopy( normal, g_normal[i] ); Vector2Copy( texcoord, g_texcoord[0][i] ); g_bone[i].numbones = iCount; for ( j = 0; j < iCount; j++) { g_bone[i].bone[j] = bones[j]; g_bone[i].weight[j] = weights[j]; } v_listdata[i].v = i; v_listdata[i].m = material; v_listdata[i].n = i; v_listdata[i].t[0] = i; // Set default indices for additional texcoords to -1 for (j = 1; j < (MAXSTUDIOTEXCOORDS); ++j) { v_listdata[i].t[j] = -1; } // Populate additional texcoords with any extra floats for (j = 0; j < (iExtras / 2); j++) { g_texcoord[j + 1][i][0] = extras[j * 2]; g_texcoord[j + 1][i][1] = extras[j * 2 + 1]; v_listdata[i].t[j+1] = i; } v_listdata[i].lastref = g_numvlist; g_numvlist = i + 1; return i; } // GetNextFaceItem // Get next item from string of space separated data static char* GetNextFaceItem(char* pCurrentItem) { if (!pCurrentItem) { return NULL; } char* pChar = pCurrentItem; //Skip any leading spaces while (*pChar == ' ') { pChar++; } pChar = strchr(pChar, ' '); if (!pChar) { return NULL; } while (*pChar == ' ') { pChar++; } if ((*pChar == 0) || (*pChar == '\n')) { return NULL; } return pChar; } 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 iExtras; float extras[(MAXSTUDIOTEXCOORDS-1)*2]; int bone; for (j = 0; j < 3; j++) { memset( g_szLine, 0, sizeof( g_szLine ) ); if (!GetLineInput()) { MdlError("%s: error on g_szLine %d: %s", g_szFilename, g_iLinecount, g_szLine ); } iCount = 0; iExtras = 0; i = sscanf(g_szLine, "%d %f %f %f %f %f %f %f %f", &bone, &p[0], &p[1], &p[2], &normal[0], &normal[1], &normal[2], &t[0], &t[1]); 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 ); // Parse bones. int k; char *pItem = g_szLine; // Skip first 9 items already parsed via sscanf above for (k = 0; k < 9; k++) { pItem = GetNextFaceItem(pItem); } // Read bone count if (pItem) { iCount = atoi(pItem); if (iCount > 0) { for (k = 0; k < iCount && k < MAXSTUDIOSRCBONES; k++) { pItem = GetNextFaceItem(pItem); if (!pItem) { MdlError("Bone ID %d not found\n%d %s :\n%s", k, g_iLinecount, g_szFilename, g_szLine); } bones[k] = atoi(pItem); pItem = GetNextFaceItem(pItem); if (!pItem) { MdlError("Bone weight %d not found\n%d %s :\n%s", k, g_iLinecount, g_szFilename, g_szLine); } weights[k] = atof(pItem); } } if (psource->version >= 3) { pItem = GetNextFaceItem(pItem); if (pItem) { iExtras = atoi(pItem); if (iExtras > 0) { iExtras = MIN(iExtras, (MAXSTUDIOTEXCOORDS - 1) * 2); for (int e = 0; e < iExtras; e++) { pItem = GetNextFaceItem(pItem); if (!pItem) { MdlError("Extra data item %d not found\n%d %s :\n%s", e, g_iLinecount, g_szFilename, g_szLine); } extras[e] = atof(pItem); } } } } // printf("%d ", iCount ); //printf("\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]; if (iCount == 0) { iCount = 1; bones[0] = bone; weights[0] = 1.0; } else { iCount = SortAndBalanceBones( iCount, MAXSTUDIOBONEWEIGHTS, bones, weights ); } index[j] = lookup_index( psource, material, p, normal, t, iCount, bones, weights, iExtras, extras ); } // pFace->material = material; // BUG pFace->a = index[0]; pFace->b = index[2]; pFace->c = index[1]; Assert( ((pFace->a & 0xF0000000) == 0) && ((pFace->b & 0xF0000000) == 0) && ((pFace->c & 0xF0000000) == 0) ); } void Grab_Triangles( s_source_t *psource ) { int i; Vector vmin, vmax; vmin[0] = vmin[1] = vmin[2] = 99999; vmax[0] = vmax[1] = vmax[2] = -99999; g_numfaces = 0; g_numvlist = 0; // // load the base triangles // int texture; int material; char texturename[MAX_PATH]; while (1) { if (!GetLineInput()) break; // 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 >= sizeof( texturename )) { MdlWarning("Unexpected data at line %d, (need a texture name) ignoring...\n", g_iLinecount ); continue; } // strip off trailing smag strncpy( texturename, g_szLine, sizeof( texturename ) - 1 ); for (i = strlen( texturename ) - 1; i >= 0 && ! V_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 GetLineInput(); GetLineInput(); GetLineInput(); continue; } if (stricmp( texturename, "null.bmp") == 0 || stricmp( texturename, "null.tga") == 0 || stricmp( texturename, "debug/debugempty" ) == 0) { // skip all faces with the null texture on them. GetLineInput(); GetLineInput(); GetLineInput(); continue; } texture = LookupTexture( texturename, ( psource->version == 2 ) ); psource->texmap[texture] = texture; // hack, make it 1:1 material = UseTextureAsMaterial( texture ); s_face_t f; ParseFaceData( psource, material, &f ); // remove degenerate triangles if (f.a == f.b || f.b == f.c || f.a == f.c) { // printf("Degenerate triangle %d %d %d\n", f.a, f.b, f.c ); continue; } g_src_uface[g_numfaces] = f; g_face[g_numfaces].material = material; g_numfaces++; } for (int i = 0; i < MAXSTUDIOTEXCOORDS; ++i) { if (g_texcoord[i].Count()) { g_numtexcoords[i] = g_numvlist; } } BuildIndividualMeshes( psource ); } int Load_SMD ( s_source_t *psource ) { char cmd[1024]; int option; // Reset smdVersion psource->version = 1; if (!OpenGlobalFile( psource->filename )) return 0; if( !g_quiet ) { printf ("SMD MODEL %s\n", psource->filename); } g_iLinecount = 0; while (GetLineInput()) { int numRead = sscanf( g_szLine, "%s %d", cmd, &option ); // Blank line if ((numRead == EOF) || (numRead == 0)) continue; if (stricmp( cmd, "version" ) == 0) { if (option < 1 || option > 3) { MdlError("bad version\n"); } psource->version = option; } else if (stricmp( cmd, "nodes" ) == 0) { psource->numbones = Grab_Nodes( psource->localBone ); } else if (stricmp( cmd, "skeleton" ) == 0) { Grab_Animation( psource, "BindPose" ); } else if (stricmp( cmd, "triangles" ) == 0) { Grab_Triangles( psource ); } else if (stricmp( cmd, "vertexanimation" ) == 0) { Grab_Vertexanimation( psource, "BindPose" ); } else if ((strncmp( cmd, "//", 2 ) == 0) || (strncmp( cmd, ";", 1 ) == 0) || (strncmp( cmd, "#", 1 ) == 0)) { ProcessSourceComment( psource, cmd ); continue; } else { MdlWarning("unknown studio command \"%s\"\n", cmd ); } } fclose( g_fpInput ); return 1; }