Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
//
// studiomdl.c: generates a studio .mdl file from a .qc script
// sources/<scriptname>.mdl.
//
#pragma warning( disable : 4244 )
#pragma warning( disable : 4237 )
#pragma warning( disable : 4305 )
#include <stdio.h>
#include <stdlib.h>
#include <sys/stat.h>
#include <math.h>
#include "cmdlib.h"
#include "scriplib.h"
#include "mathlib/mathlib.h"
#include "studio.h"
#include "studiomdl.h"
// The current version of the SMD file being parsed
// Yes, I know this file is called 'v1support' and there's never actually
// been a v > 1 but now there is
// (actually, there was a while when we were using developing progressive mesh
// stuff in the middle of HL2 development, but most all that code has long since
// been deleted)
int g_smdVersion = 1;
int lookup_index( s_source_t *psource, int material, Vector& vertex, Vector& normal, Vector2D texcoord, int iCount, int bones[], float weights[] )
{
int i, j;
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])
{
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)
{
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] );
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 = 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 (!GetLineInput())
{
MdlError("%s: error on g_szLine %d: %s", g_szFilename, g_iLinecount, g_szLine );
}
iCount = 0;
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);
}
// 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 (i == 9 || 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 );
}
// 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;
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
V_strcpy_safe( texturename, g_szLine );
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')
{
V_strcpy_safe( texturename, defaulttexture[i] );
break;
}
if (stricmp( texturename, sourcetexture[i]) == 0)
{
V_strcpy_safe( 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, ( g_smdVersion > 1 ) );
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++;
}
BuildIndividualMeshes( psource );
}
int Load_SMD ( s_source_t *psource )
{
char cmd[1024];
int option;
// Reset smdVersion
g_smdVersion = 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 > 2)
{
MdlError("bad version\n");
}
g_smdVersion = 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;
}