Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//===========================================================================//
//
// write.c: writes a studio .mdl file
//
#pragma warning( disable : 4244 )
#pragma warning( disable : 4237 )
#pragma warning( disable : 4305 )
#include <io.h>
#include <stdio.h>
#include <stdlib.h>
#include <sys/stat.h>
#include <limits.h>
#include "cmdlib.h"
#include "scriplib.h"
#include "mathlib/mathlib.h"
#include "studio.h"
#include "studiomdl.h"
#include "collisionmodel.h"
#include "optimize.h"
#include "studiobyteswap.h"
#include "byteswap.h"
#include "materialsystem/imaterial.h"
#include "materialsystem/imaterialvar.h"
#include "mdlobjects/dmeboneflexdriver.h"
#include "perfstats.h"
#include "tier1/smartptr.h"
#include "tier2/p4helpers.h"
int totalframes = 0;
float totalseconds = 0;
extern int numcommandnodes;
// WriteFile is the only externally visible function in this file.
// pData points to the current location in an output buffer and pStart is
// the beginning of the buffer.
bool FixupToSortedLODVertexes( studiohdr_t *pStudioHdr );
bool Clamp_RootLOD( studiohdr_t *phdr );
static void WriteAllSwappedFiles( const char *filename );
/*
============
WriteModel
============
*/
static byte *pData;
static byte *pStart;
static byte *pBlockData;
static byte *pBlockStart;
#undef ALIGN4
#undef ALIGN16
#undef ALIGN32
#define ALIGN4( a ) a = (byte *)((int)((byte *)a + 3) & ~ 3)
#define ALIGN16( a ) a = (byte *)((int)((byte *)a + 15) & ~ 15)
#define ALIGN32( a ) a = (byte *)((int)((byte *)a + 31) & ~ 31)
#define ALIGN64( a ) a = (byte *)((int)((byte *)a + 63) & ~ 63)
#define ALIGN512( a ) a = (byte *)((int)((byte *)a + 511) & ~ 511)
// make sure kalloc aligns to maximum alignment size
#define FILEBUFFER (8 * 1024 * 1024)
void WriteSeqKeyValues( mstudioseqdesc_t *pseqdesc, CUtlVector< char > *pKeyValue );
//-----------------------------------------------------------------------------
// Purpose: stringtable is a session global string table.
//-----------------------------------------------------------------------------
struct stringtable_t
{
byte *base;
int *ptr;
const char *string;
int dupindex;
byte *addr;
};
static int numStrings;
static stringtable_t strings[32768];
static void BeginStringTable( )
{
strings[0].base = NULL;
strings[0].ptr = NULL;
strings[0].string = "";
strings[0].dupindex = -1;
numStrings = 1;
}
//-----------------------------------------------------------------------------
// Purpose: add a string to the file-global string table.
// Keep track of fixup locations
//-----------------------------------------------------------------------------
static void AddToStringTable( void *base, int *ptr, const char *string )
{
for (int i = 0; i < numStrings; i++)
{
if (!string || !strcmp( string, strings[i].string ))
{
strings[numStrings].base = (byte *)base;
strings[numStrings].ptr = ptr;
strings[numStrings].string = string;
strings[numStrings].dupindex = i;
numStrings++;
return;
}
}
strings[numStrings].base = (byte *)base;
strings[numStrings].ptr = ptr;
strings[numStrings].string = string;
strings[numStrings].dupindex = -1;
numStrings++;
}
//-----------------------------------------------------------------------------
// Purpose: Write out stringtable
// fixup local pointers
//-----------------------------------------------------------------------------
static byte *WriteStringTable( byte *pData )
{
// force null at first address
strings[0].addr = pData;
*pData = '\0';
pData++;
// save all the rest
for (int i = 1; i < numStrings; i++)
{
if (strings[i].dupindex == -1)
{
// not in table yet
// calc offset relative to local base
*strings[i].ptr = pData - strings[i].base;
// keep track of address in case of duplication
strings[i].addr = pData;
// copy string data, add a terminating \0
strcpy( (char *)pData, strings[i].string );
pData += strlen( strings[i].string );
*pData = '\0';
pData++;
}
else
{
// already in table, calc offset of existing string relative to local base
*strings[i].ptr = strings[strings[i].dupindex].addr - strings[i].base;
}
}
ALIGN4( pData );
return pData;
}
// compare function for qsort below
static int BoneNameCompare( const void *elem1, const void *elem2 )
{
int index1 = *(byte *)elem1;
int index2 = *(byte *)elem2;
// compare bones by name
return strcmpi( g_bonetable[index1].name, g_bonetable[index2].name );
}
static void WriteBoneInfo( studiohdr_t *phdr )
{
int i, j, k;
mstudiobone_t *pbone;
mstudiobonecontroller_t *pbonecontroller;
mstudioattachment_t *pattachment;
mstudiobbox_t *pbbox;
// save bone info
pbone = (mstudiobone_t *)pData;
phdr->numbones = g_numbones;
phdr->boneindex = pData - pStart;
char* pSurfacePropName = GetDefaultSurfaceProp( );
AddToStringTable( phdr, &phdr->surfacepropindex, pSurfacePropName );
phdr->contents = GetDefaultContents();
for (i = 0; i < g_numbones; i++)
{
AddToStringTable( &pbone[i], &pbone[i].sznameindex, g_bonetable[i].name );
pbone[i].parent = g_bonetable[i].parent;
pbone[i].flags = g_bonetable[i].flags;
pbone[i].procindex = 0;
pbone[i].physicsbone = g_bonetable[i].physicsBoneIndex;
pbone[i].pos = g_bonetable[i].pos;
pbone[i].rot = g_bonetable[i].rot;
pbone[i].posscale = g_bonetable[i].posscale;
pbone[i].rotscale = g_bonetable[i].rotscale;
MatrixInvert( g_bonetable[i].boneToPose, pbone[i].poseToBone );
pbone[i].qAlignment = g_bonetable[i].qAlignment;
AngleQuaternion( RadianEuler( g_bonetable[i].rot[0], g_bonetable[i].rot[1], g_bonetable[i].rot[2] ), pbone[i].quat );
QuaternionAlign( pbone[i].qAlignment, pbone[i].quat, pbone[i].quat );
pSurfacePropName = GetSurfaceProp( g_bonetable[i].name );
AddToStringTable( &pbone[i], &pbone[i].surfacepropidx, pSurfacePropName );
pbone[i].contents = GetContents( g_bonetable[i].name );
}
pData += g_numbones * sizeof( mstudiobone_t );
ALIGN4( pData );
// save procedural bone info
if (g_numaxisinterpbones)
{
mstudioaxisinterpbone_t *pProc = (mstudioaxisinterpbone_t *)pData;
for (i = 0; i < g_numaxisinterpbones; i++)
{
j = g_axisinterpbonemap[i];
k = g_axisinterpbones[j].bone;
pbone[k].procindex = (byte *)&pProc[i] - (byte *)&pbone[k];
pbone[k].proctype = STUDIO_PROC_AXISINTERP;
// printf("bone %d %d\n", j, pbone[k].procindex );
pProc[i].control = g_axisinterpbones[j].control;
pProc[i].axis = g_axisinterpbones[j].axis;
for (k = 0; k < 6; k++)
{
VectorCopy( g_axisinterpbones[j].pos[k], pProc[i].pos[k] );
pProc[i].quat[k] = g_axisinterpbones[j].quat[k];
}
}
pData += g_numaxisinterpbones * sizeof( mstudioaxisinterpbone_t );
ALIGN4( pData );
}
if (g_numquatinterpbones)
{
mstudioquatinterpbone_t *pProc = (mstudioquatinterpbone_t *)pData;
pData += g_numquatinterpbones * sizeof( mstudioquatinterpbone_t );
ALIGN4( pData );
for (i = 0; i < g_numquatinterpbones; i++)
{
j = g_quatinterpbonemap[i];
k = g_quatinterpbones[j].bone;
pbone[k].procindex = (byte *)&pProc[i] - (byte *)&pbone[k];
pbone[k].proctype = STUDIO_PROC_QUATINTERP;
// printf("bone %d %d\n", j, pbone[k].procindex );
pProc[i].control = g_quatinterpbones[j].control;
mstudioquatinterpinfo_t *pTrigger = (mstudioquatinterpinfo_t *)pData;
pProc[i].numtriggers = g_quatinterpbones[j].numtriggers;
pProc[i].triggerindex = (byte *)pTrigger - (byte *)&pProc[i];
pData += pProc[i].numtriggers * sizeof( mstudioquatinterpinfo_t );
for (k = 0; k < pProc[i].numtriggers; k++)
{
pTrigger[k].inv_tolerance = 1.0 / g_quatinterpbones[j].tolerance[k];
pTrigger[k].trigger = g_quatinterpbones[j].trigger[k];
pTrigger[k].pos = g_quatinterpbones[j].pos[k];
pTrigger[k].quat = g_quatinterpbones[j].quat[k];
}
}
}
if (g_numjigglebones)
{
mstudiojigglebone_t *jiggleInfo = (mstudiojigglebone_t *)pData;
for (i = 0; i < g_numjigglebones; i++)
{
j = g_jigglebonemap[i];
k = g_jigglebones[j].bone;
pbone[k].procindex = (byte *)&jiggleInfo[i] - (byte *)&pbone[k];
pbone[k].proctype = STUDIO_PROC_JIGGLE;
jiggleInfo[i] = g_jigglebones[j].data;
}
pData += g_numjigglebones * sizeof( mstudiojigglebone_t );
ALIGN4( pData );
}
// write aim at bones
if (g_numaimatbones)
{
mstudioaimatbone_t *pProc = (mstudioaimatbone_t *)pData;
for (i = 0; i < g_numaimatbones; i++)
{
j = g_aimatbonemap[i];
k = g_aimatbones[j].bone;
pbone[k].procindex = (byte *)&pProc[i] - (byte *)&pbone[k];
pbone[k].proctype = g_aimatbones[j].aimAttach == -1 ? STUDIO_PROC_AIMATBONE : STUDIO_PROC_AIMATATTACH;
pProc[i].parent = g_aimatbones[j].parent;
pProc[i].aim = g_aimatbones[j].aimAttach == -1 ? g_aimatbones[j].aimBone : g_aimatbones[j].aimAttach;
pProc[i].aimvector = g_aimatbones[j].aimvector;
pProc[i].upvector = g_aimatbones[j].upvector;
pProc[i].basepos = g_aimatbones[j].basepos;
}
pData += g_numaimatbones * sizeof( mstudioaimatbone_t );
ALIGN4( pData );
}
// map g_bonecontroller to bones
for (i = 0; i < g_numbones; i++)
{
for (j = 0; j < 6; j++)
{
pbone[i].bonecontroller[j] = -1;
}
}
for (i = 0; i < g_numbonecontrollers; i++)
{
j = g_bonecontroller[i].bone;
switch( g_bonecontroller[i].type & STUDIO_TYPES )
{
case STUDIO_X:
pbone[j].bonecontroller[0] = i;
break;
case STUDIO_Y:
pbone[j].bonecontroller[1] = i;
break;
case STUDIO_Z:
pbone[j].bonecontroller[2] = i;
break;
case STUDIO_XR:
pbone[j].bonecontroller[3] = i;
break;
case STUDIO_YR:
pbone[j].bonecontroller[4] = i;
break;
case STUDIO_ZR:
pbone[j].bonecontroller[5] = i;
break;
default:
MdlError("unknown g_bonecontroller type\n");
}
}
// save g_bonecontroller info
pbonecontroller = (mstudiobonecontroller_t *)pData;
phdr->numbonecontrollers = g_numbonecontrollers;
phdr->bonecontrollerindex = pData - pStart;
for (i = 0; i < g_numbonecontrollers; i++)
{
pbonecontroller[i].bone = g_bonecontroller[i].bone;
pbonecontroller[i].inputfield = g_bonecontroller[i].inputfield;
pbonecontroller[i].type = g_bonecontroller[i].type;
pbonecontroller[i].start = g_bonecontroller[i].start;
pbonecontroller[i].end = g_bonecontroller[i].end;
}
pData += g_numbonecontrollers * sizeof( mstudiobonecontroller_t );
ALIGN4( pData );
// save attachment info
pattachment = (mstudioattachment_t *)pData;
phdr->numlocalattachments = g_numattachments;
phdr->localattachmentindex = pData - pStart;
for (i = 0; i < g_numattachments; i++)
{
pattachment[i].localbone = g_attachment[i].bone;
AddToStringTable( &pattachment[i], &pattachment[i].sznameindex, g_attachment[i].name );
MatrixCopy( g_attachment[i].local, pattachment[i].local );
pattachment[i].flags = g_attachment[i].flags;
}
pData += g_numattachments * sizeof( mstudioattachment_t );
ALIGN4( pData );
// save hitbox sets
phdr->numhitboxsets = g_hitboxsets.Size();
// Remember start spot
mstudiohitboxset_t *hitboxset = (mstudiohitboxset_t *)pData;
phdr->hitboxsetindex = pData - pStart;
pData += phdr->numhitboxsets * sizeof( mstudiohitboxset_t );
ALIGN4( pData );
for ( int s = 0; s < g_hitboxsets.Size(); s++, hitboxset++ )
{
s_hitboxset *set = &g_hitboxsets[ s ];
AddToStringTable( hitboxset, &hitboxset->sznameindex, set->hitboxsetname );
hitboxset->numhitboxes = set->numhitboxes;
hitboxset->hitboxindex = ( pData - (byte *)hitboxset );
// save bbox info
pbbox = (mstudiobbox_t *)pData;
for (i = 0; i < hitboxset->numhitboxes; i++)
{
pbbox[i].bone = set->hitbox[i].bone;
pbbox[i].group = set->hitbox[i].group;
VectorCopy( set->hitbox[i].bmin, pbbox[i].bbmin );
VectorCopy( set->hitbox[i].bmax, pbbox[i].bbmax );
pbbox[i].szhitboxnameindex = 0;
AddToStringTable( &(pbbox[i]), &(pbbox[i].szhitboxnameindex), set->hitbox[i].hitboxname );
}
pData += hitboxset->numhitboxes * sizeof( mstudiobbox_t );
ALIGN4( pData );
}
byte *pBoneTable = pData;
phdr->bonetablebynameindex = (pData - pStart);
// make a table in bone order and sort it with qsort
for ( i = 0; i < phdr->numbones; i++ )
{
pBoneTable[i] = i;
}
qsort( pBoneTable, phdr->numbones, sizeof(byte), BoneNameCompare );
pData += phdr->numbones * sizeof( byte );
ALIGN4( pData );
}
// load a preexisting model to remember its sequence names and indices
CUtlVector< CUtlString > g_vecPreexistingSequences;
void LoadPreexistingSequenceOrder( const char *pFilename )
{
g_vecPreexistingSequences.RemoveAll();
if ( !FileExists( pFilename ) )
return;
Msg( "Loading preexisting model: %s\n", pFilename );
studiohdr_t *pStudioHdr;
int len = LoadFile((char*)pFilename, (void **)&pStudioHdr);
if ( len && pStudioHdr && pStudioHdr->SequencesAvailable() )
{
Msg( " Found %i preexisting sequences.\n", pStudioHdr->GetNumSeq() );
for ( int i=0; i<pStudioHdr->GetNumSeq(); i++ )
{
//Msg( " Sequence %i : \"%s\"\n", i, pStudioHdr->pSeqdesc(i).pszLabel() );
g_vecPreexistingSequences.AddToTail( pStudioHdr->pSeqdesc(i).pszLabel() );
}
}
else
{
MdlWarning( "Zero-size file or no sequences.\n" );
}
}
static void WriteSequenceInfo( studiohdr_t *phdr )
{
int i, j, k;
mstudioseqdesc_t *pseqdesc;
mstudioseqdesc_t *pbaseseqdesc;
mstudioevent_t *pevent;
byte *ptransition;
// write models to disk with this flag set false. This will force
// the sequences to be indexed by activity whenever the g_model is loaded
// from disk.
phdr->activitylistversion = 0;
phdr->eventsindexed = 0;
// save g_sequence info
pseqdesc = (mstudioseqdesc_t *)pData;
pbaseseqdesc = pseqdesc;
phdr->numlocalseq = g_sequence.Count();
phdr->localseqindex = (pData - pStart);
pData += g_sequence.Count() * sizeof( mstudioseqdesc_t );
bool bErrors = false;
// build a table to remap new sequence indices to match the preexisting model
bool bUseSeqOrderRemapping = false;
int nSeqOrderRemappingTable[MAXSTUDIOSEQUENCES];
for (i=0; i<MAXSTUDIOSEQUENCES; i++)
nSeqOrderRemappingTable[i] = -1;
bool bAllowSequenceRemoval = false;
if ( g_vecPreexistingSequences.Count() )
{
if ( g_sequence.Count() < g_vecPreexistingSequences.Count() && !bAllowSequenceRemoval )
{
Msg( "\n" );
MdlWarning( "This model has fewer sequences than its predecessor.\nPlease confirm sequence deletion: [y/n] " );
int nInput = 0;
do { nInput = getchar(); } while ( nInput != 121 /* y */ && nInput != 110 /* n */ );
if ( nInput == 110 )
{
MdlError( "Model contains fewer sequences than its predecessor!\n" );
}
else if ( nInput == 121 )
{
bAllowSequenceRemoval = true;
}
}
{
Msg( "Building sequence index remapping table...\n" );
CUtlVector<int> vecNewIndices;
vecNewIndices.RemoveAll();
// map current sequences to their old indices
for (i = 0; i < g_sequence.Count(); i++ )
{
int nIdx = g_vecPreexistingSequences.Find( g_sequence[i].name );
if ( nIdx >= 0 )
{
nSeqOrderRemappingTable[nIdx] = i;
}
else
{
if ( i < g_vecPreexistingSequences.Count() )
{
Msg( " Found new sequence \"%s\" using index of old sequence \"%s\".\n", g_sequence[i].name, g_vecPreexistingSequences[i].String() );
}
else
{
Msg( " Found new sequence \"%s\".\n", g_sequence[i].name );
}
vecNewIndices.AddToTail(i);
}
}
// slot new sequences into unused indices
while ( vecNewIndices.Count() )
{
for (i = 0; i < MAXSTUDIOSEQUENCES; i++ )
{
if ( nSeqOrderRemappingTable[i] == -1 )
{
nSeqOrderRemappingTable[i] = vecNewIndices[0];
vecNewIndices.Remove(0);
break;
}
}
}
// verify no indices are undefined
for (i = 0; i < g_sequence.Count(); i++ )
{
if ( nSeqOrderRemappingTable[i] == -1 )
{
if ( bAllowSequenceRemoval )
{
do
{
for ( int nB=i; nB<g_vecPreexistingSequences.Count(); nB++ )
{
nSeqOrderRemappingTable[nB] = nSeqOrderRemappingTable[nB+1];
}
}
while (nSeqOrderRemappingTable[i] == -1);
}
else
{
MdlError( "Failed to reorder sequence indices.\n" );
}
}
else if ( nSeqOrderRemappingTable[i] != i )
{
bUseSeqOrderRemapping = true;
}
}
if ( bUseSeqOrderRemapping )
{
Msg( "Sequence indices need re-ordering.\n" );
}
else
{
Msg( "No re-ordering required.\n" );
}
}
}
// build an inverted remapping table so autolayer sequence indices can find their sources later
int nSeqOrderRemappingTableInv[MAXSTUDIOSEQUENCES];
if ( bUseSeqOrderRemapping )
{
for (i=0; i<MAXSTUDIOSEQUENCES; i++)
nSeqOrderRemappingTableInv[nSeqOrderRemappingTable[i]] = i;
}
int m;
for (m = 0; m < g_sequence.Count(); m++, pseqdesc++)
{
if ( bUseSeqOrderRemapping )
{
i = nSeqOrderRemappingTable[m];
if ( i != m )
{
Msg( " Remapping sequence %i to index %i (%s) to retain existing order.\n", i, m, g_sequence[i].name );
}
}
else
{
i = m;
}
byte *pSequenceStart = (byte *)pseqdesc;
AddToStringTable( pseqdesc, &pseqdesc->szlabelindex, g_sequence[i].name );
AddToStringTable( pseqdesc, &pseqdesc->szactivitynameindex, g_sequence[i].activityname );
pseqdesc->baseptr = pStart - (byte *)pseqdesc;
pseqdesc->flags = g_sequence[i].flags;
pseqdesc->numblends = g_sequence[i].numblends;
pseqdesc->groupsize[0] = g_sequence[i].groupsize[0];
pseqdesc->groupsize[1] = g_sequence[i].groupsize[1];
pseqdesc->paramindex[0] = g_sequence[i].paramindex[0];
pseqdesc->paramstart[0] = g_sequence[i].paramstart[0];
pseqdesc->paramend[0] = g_sequence[i].paramend[0];
pseqdesc->paramindex[1] = g_sequence[i].paramindex[1];
pseqdesc->paramstart[1] = g_sequence[i].paramstart[1];
pseqdesc->paramend[1] = g_sequence[i].paramend[1];
if (g_sequence[i].groupsize[0] > 1 || g_sequence[i].groupsize[1] > 1)
{
// save posekey values
float *pposekey = (float *)pData;
pseqdesc->posekeyindex = (pData - pSequenceStart);
pData += (pseqdesc->groupsize[0] + pseqdesc->groupsize[1]) * sizeof( float );
for (j = 0; j < pseqdesc->groupsize[0]; j++)
{
*(pposekey++) = g_sequence[i].param0[j];
// printf("%.2f ", g_sequence[i].param0[j] );
}
for (j = 0; j < pseqdesc->groupsize[1]; j++)
{
*(pposekey++) = g_sequence[i].param1[j];
// printf("%.2f ", g_sequence[i].param1[j] );
}
// printf("\n" );
}
// pseqdesc->motiontype = g_sequence[i].motiontype;
// pseqdesc->motionbone = 0; // g_sequence[i].motionbone;
// VectorCopy( g_sequence[i].linearmovement, pseqdesc->linearmovement );
pseqdesc->activity = g_sequence[i].activity;
pseqdesc->actweight = g_sequence[i].actweight;
pseqdesc->bbmin = g_sequence[i].bmin;
pseqdesc->bbmax = g_sequence[i].bmax;
pseqdesc->fadeintime = g_sequence[i].fadeintime;
pseqdesc->fadeouttime = g_sequence[i].fadeouttime;
pseqdesc->localentrynode = g_sequence[i].entrynode;
pseqdesc->localexitnode = g_sequence[i].exitnode;
//pseqdesc->entryphase = g_sequence[i].entryphase;
//pseqdesc->exitphase = g_sequence[i].exitphase;
pseqdesc->nodeflags = g_sequence[i].nodeflags;
// save events
pevent = (mstudioevent_t *)pData;
pseqdesc->numevents = g_sequence[i].numevents;
pseqdesc->eventindex = (pData - pSequenceStart);
pData += pseqdesc->numevents * sizeof( mstudioevent_t );
for (j = 0; j < g_sequence[i].numevents; j++)
{
k = g_sequence[i].panim[0][0]->numframes - 1;
if (g_sequence[i].event[j].frame <= k)
pevent[j].cycle = g_sequence[i].event[j].frame / ((float)k);
else if (k == 0 && g_sequence[i].event[j].frame == 0)
pevent[j].cycle = 0;
else
{
MdlWarning("Event %d (frame %d) out of range in %s\n", g_sequence[i].event[j].event, g_sequence[i].event[j].frame, g_sequence[i].name );
bErrors = true;
}
//Adrian - Remove me once we phase out the old event system.
if ( V_isdigit( g_sequence[i].event[j].eventname[0] ) )
{
pevent[j].event = atoi( g_sequence[i].event[j].eventname );
pevent[j].type = 0;
pevent[j].szeventindex = 0;
}
else
{
AddToStringTable( &pevent[j], &pevent[j].szeventindex, g_sequence[i].event[j].eventname );
pevent[j].type = NEW_EVENT_STYLE;
}
// printf("%4d : %d %f\n", pevent[j].event, g_sequence[i].event[j].frame, pevent[j].cycle );
// AddToStringTable( &pevent[j], &pevent[j].szoptionindex, g_sequence[i].event[j].options );
strcpy( pevent[j].options, g_sequence[i].event[j].options );
}
ALIGN4( pData );
// save ikrules
pseqdesc->numikrules = g_sequence[i].numikrules;
// save autolayers
mstudioautolayer_t *pautolayer = (mstudioautolayer_t *)pData;
pseqdesc->numautolayers = g_sequence[i].numautolayers;
pseqdesc->autolayerindex = (pData - pSequenceStart);
pData += pseqdesc->numautolayers * sizeof( mstudioautolayer_t );
for (j = 0; j < g_sequence[i].numautolayers; j++)
{
pautolayer[j].iSequence = g_sequence[i].autolayer[j].sequence;
pautolayer[j].iPose = g_sequence[i].autolayer[j].pose;
pautolayer[j].flags = g_sequence[i].autolayer[j].flags;
// autolayer indices are stored by index, so remap them now using the invertex lookup table
if ( bUseSeqOrderRemapping )
{
int nRemapAutoLayer = nSeqOrderRemappingTableInv[ pautolayer[j].iSequence ];
if ( nRemapAutoLayer != pautolayer[j].iSequence )
{
Msg( " Autolayer remapping index %i to %i.\n", pautolayer[j].iSequence, nRemapAutoLayer );
pautolayer[j].iSequence = nRemapAutoLayer;
}
}
if (!(pautolayer[j].flags & STUDIO_AL_POSE))
{
pautolayer[j].start = g_sequence[i].autolayer[j].start / (g_sequence[i].panim[0][0]->numframes - 1);
pautolayer[j].peak = g_sequence[i].autolayer[j].peak / (g_sequence[i].panim[0][0]->numframes - 1);
pautolayer[j].tail = g_sequence[i].autolayer[j].tail / (g_sequence[i].panim[0][0]->numframes - 1);
pautolayer[j].end = g_sequence[i].autolayer[j].end / (g_sequence[i].panim[0][0]->numframes - 1);
}
else
{
pautolayer[j].start = g_sequence[i].autolayer[j].start;
pautolayer[j].peak = g_sequence[i].autolayer[j].peak;
pautolayer[j].tail = g_sequence[i].autolayer[j].tail;
pautolayer[j].end = g_sequence[i].autolayer[j].end;
}
}
// save boneweights
float *pweight = 0;
j = 0;
// look up previous sequence weights and try to find a match
for (k = 0; k < m; k++)
{
j = 0;
// only check newer boneweights than the last one
if (pseqdesc[k-m].pBoneweight( 0 ) > pweight)
{
pweight = pseqdesc[k-m].pBoneweight( 0 );
for (j = 0; j < g_numbones; j++)
{
// we're not walking the linear sequence list if we're remapping, so we need to remap this check
int nRemap = k;
if ( bUseSeqOrderRemapping )
nRemap = nSeqOrderRemappingTable[k];
if (g_sequence[i].weight[j] != g_sequence[nRemap].weight[j])
break;
}
if (j == g_numbones)
break;
}
}
// check to see if all the bones matched
if (j < g_numbones)
{
// allocate new block
//printf("new %08x\n", pData );
pweight = (float *)pData;
pseqdesc->weightlistindex = (pData - pSequenceStart);
pData += g_numbones * sizeof( float );
for (j = 0; j < g_numbones; j++)
{
pweight[j] = g_sequence[i].weight[j];
}
}
else
{
// use previous boneweight
//printf("prev %08x\n", pweight );
pseqdesc->weightlistindex = ((byte *)pweight - pSequenceStart);
}
// save iklocks
mstudioiklock_t *piklock = (mstudioiklock_t *)pData;
pseqdesc->numiklocks = g_sequence[i].numiklocks;
pseqdesc->iklockindex = (pData - pSequenceStart);
pData += pseqdesc->numiklocks * sizeof( mstudioiklock_t );
ALIGN4( pData );
for (j = 0; j < pseqdesc->numiklocks; j++)
{
piklock->chain = g_sequence[i].iklock[j].chain;
piklock->flPosWeight = g_sequence[i].iklock[j].flPosWeight;
piklock->flLocalQWeight = g_sequence[i].iklock[j].flLocalQWeight;
piklock++;
}
// Write animation blend parameters
short *blends = ( short * )pData;
pseqdesc->animindexindex = ( pData - pSequenceStart );
pData += ( g_sequence[i].groupsize[0] * g_sequence[i].groupsize[1] ) * sizeof( short );
ALIGN4( pData );
for ( j = 0; j < g_sequence[i].groupsize[0] ; j++ )
{
for ( k = 0; k < g_sequence[i].groupsize[1]; k++ )
{
// height value * width of row + width value
int offset = k * g_sequence[i].groupsize[0] + j;
if ( g_sequence[i].panim[j][k] )
{
int animindex = g_sequence[i].panim[j][k]->index;
Assert( animindex >= 0 && animindex < SHRT_MAX );
blends[ offset ] = (short)animindex;
}
else
{
blends[ offset ] = 0;
}
}
}
// Write cycle overrides
pseqdesc->cycleposeindex = g_sequence[i].cycleposeindex;
WriteSeqKeyValues( pseqdesc, &g_sequence[i].KeyValue );
}
if (bErrors)
{
MdlError( "Exiting due to Errors\n");
}
// save transition graph
int *pxnodename = (int *)pData;
phdr->localnodenameindex = (pData - pStart);
pData += g_numxnodes * sizeof( *pxnodename );
ALIGN4( pData );
for (i = 0; i < g_numxnodes; i++)
{
AddToStringTable( phdr, pxnodename, g_xnodename[i+1] );
// printf("%d : %s\n", i, g_xnodename[i+1] );
pxnodename++;
}
ptransition = (byte *)pData;
phdr->numlocalnodes = g_numxnodes;
phdr->localnodeindex = pData - pStart;
pData += g_numxnodes * g_numxnodes * sizeof( byte );
ALIGN4( pData );
for (i = 0; i < g_numxnodes; i++)
{
// printf("%2d (%12s) : ", i + 1, g_xnodename[i+1] );
for (j = 0; j < g_numxnodes; j++)
{
*ptransition++ = g_xnode[i][j];
// printf(" %2d", g_xnode[i][j] );
}
// printf("\n" );
}
}
//-----------------------------------------------------------------------------
// Purpose: Stub implementation
// Input : *group -
//-----------------------------------------------------------------------------
const studiohdr_t *studiohdr_t::FindModel( void **cache, char const *modelname ) const
{
return NULL;
}
virtualmodel_t *studiohdr_t::GetVirtualModel( void ) const
{
return NULL;
}
const studiohdr_t *virtualgroup_t::GetStudioHdr( void ) const
{
return (studiohdr_t *)cache;
}
byte *studiohdr_t::GetAnimBlock( int i ) const
{
return NULL;
}
int studiohdr_t::GetAutoplayList( unsigned short **pOut ) const
{
return 0;
}
int rawanimbytes = 0;
int animboneframes = 0;
int numAxis[4] = { 0, 0, 0, 0 };
int numPos[4] = { 0, 0, 0, 0 };
int useRaw = 0;
void WriteAnimationData( s_animation_t *srcanim, mstudioanimdesc_t *destanimdesc, byte *&pLocalData, byte *&pExtData )
{
int j, k, n;
byte *pData = NULL;
for (int w = 0; w < srcanim->numsections; w++)
{
bool bUseExtData = false;
pData = pLocalData;
if (pExtData != NULL && !srcanim->disableAnimblocks && !(w == 0 && srcanim->isFirstSectionLocal))
{
pData = pExtData;
bUseExtData = true;
}
mstudioanim_t *destanim = (mstudioanim_t *)pData;
byte *pStartSection = pData;
pData += sizeof( *destanim );
destanim->bone = 255;
mstudioanim_t *prevanim = NULL;
// save animation value info
for (j = 0; j < g_numbones; j++)
{
// destanim->weight = srcanim->weight[j];
// printf( "%s %.1f\n", g_bonetable[j].name, destanim->weight );
destanim->flags = 0;
s_compressed_t *psrcdata = &srcanim->anim[w][j];
numPos[ (psrcdata->num[0] != 0) + (psrcdata->num[1] != 0) + (psrcdata->num[2] != 0) ]++;
numAxis[ (psrcdata->num[3] != 0) + (psrcdata->num[4] != 0) + (psrcdata->num[5] != 0) ]++;
if (psrcdata->num[0] + psrcdata->num[1] + psrcdata->num[2] + psrcdata->num[3] + psrcdata->num[4] + psrcdata->num[5] == 0)
{
// no animation, skip
continue;
}
destanim->bone = j;
// copy flags over if delta animation
if (srcanim->flags & STUDIO_DELTA)
{
destanim->flags |= STUDIO_ANIM_DELTA;
}
if ((srcanim->numframes == 1) || (psrcdata->num[0] <= 2 && psrcdata->num[1] <= 2 && psrcdata->num[2] <= 2 && psrcdata->num[3] <= 2 && psrcdata->num[4] <= 2 && psrcdata->num[5] <= 2))
{
// printf("%d : %d %d %d : %d %d %d\n", j, psrcdata->num[0], psrcdata->num[1], psrcdata->num[2], psrcdata->num[3], psrcdata->num[4], psrcdata->num[5] );
// single frame, if animation detected just store as raw
int iFrame = min( w * srcanim->sectionframes, srcanim->numframes - 1 );
if (psrcdata->num[3] != 0 || psrcdata->num[4] != 0 || psrcdata->num[5] != 0)
{
Quaternion q;
AngleQuaternion( srcanim->sanim[iFrame][j].rot, q );
*((Quaternion64 *)pData) = q;
pData += sizeof( Quaternion64 );
rawanimbytes += sizeof( Quaternion64 );
destanim->flags |= STUDIO_ANIM_RAWROT2;
}
if (psrcdata->num[0] != 0 || psrcdata->num[1] != 0 || psrcdata->num[2] != 0)
{
*((Vector48 *)pData) = srcanim->sanim[iFrame][j].pos;
pData += sizeof( Vector48 );
rawanimbytes += sizeof( Vector48 );
destanim->flags |= STUDIO_ANIM_RAWPOS;
}
}
else
{
// look to see if storing raw quat's would have taken less space
if (psrcdata->num[3] >= srcanim->numframes && psrcdata->num[4] >= srcanim->numframes && psrcdata->num[5] >= srcanim->numframes)
{
useRaw++;
}
mstudioanim_valueptr_t *posvptr = NULL;
mstudioanim_valueptr_t *rotvptr = NULL;
// allocate room for rotation ptrs
rotvptr = (mstudioanim_valueptr_t *)pData;
pData += sizeof( *rotvptr );
// skip all position info if there's no animation
if (psrcdata->num[0] != 0 || psrcdata->num[1] != 0 || psrcdata->num[2] != 0)
{
posvptr = (mstudioanim_valueptr_t *)pData;
pData += sizeof( *posvptr );
}
mstudioanimvalue_t *destanimvalue = (mstudioanimvalue_t *)pData;
if (rotvptr)
{
// store rotation animations
for (k = 3; k < 6; k++)
{
if (psrcdata->num[k] == 0)
{
rotvptr->offset[k-3] = 0;
}
else
{
rotvptr->offset[k-3] = ((byte *)destanimvalue - (byte *)rotvptr);
for (n = 0; n < psrcdata->num[k]; n++)
{
destanimvalue->value = psrcdata->data[k][n].value;
destanimvalue++;
}
}
}
destanim->flags |= STUDIO_ANIM_ANIMROT;
}
if (posvptr)
{
// store position animations
for (k = 0; k < 3; k++)
{
if (psrcdata->num[k] == 0)
{
posvptr->offset[k] = 0;
}
else
{
posvptr->offset[k] = ((byte *)destanimvalue - (byte *)posvptr);
for (n = 0; n < psrcdata->num[k]; n++)
{
destanimvalue->value = psrcdata->data[k][n].value;
destanimvalue++;
}
}
}
destanim->flags |= STUDIO_ANIM_ANIMPOS;
}
rawanimbytes += ((byte *)destanimvalue - pData);
pData = (byte *)destanimvalue;
}
prevanim = destanim;
destanim->nextoffset = pData - (byte *)destanim;
destanim = (mstudioanim_t *)pData;
pData += sizeof( *destanim );
}
if (prevanim)
{
prevanim->nextoffset = 0;
}
ALIGN4( pData );
// write into anim blocks if needed
if (destanimdesc->sectionindex)
{
if (bUseExtData)
{
if (g_numanimblocks && pData - g_animblock[g_numanimblocks-1].start > g_animblocksize)
{
// advance to next animblock
g_animblock[g_numanimblocks-1].end = pStartSection;
g_animblock[g_numanimblocks].start = pStartSection;
g_numanimblocks++;
}
destanimdesc->pSection(w)->animblock = g_numanimblocks - 1;
destanimdesc->pSection(w)->animindex = pStartSection - g_animblock[g_numanimblocks-1].start;
}
else
{
destanimdesc->pSection(w)->animblock = 0;
destanimdesc->pSection(w)->animindex = pStartSection - (byte *)destanimdesc;
}
// printf("%s (%d) : %d:%d\n", srcanim->name, w, destanimdesc->pSection(w)->animblock, destanimdesc->pSection(w)->animindex );
}
if (!bUseExtData)
{
pLocalData = pData;
}
else
{
pExtData = pData;
}
}
}
byte *WriteIkErrors( s_animation_t *srcanim, byte *pData )
{
int j, k;
// write IK error keys
mstudioikrule_t *pikruledata = (mstudioikrule_t *)pData;
pData += srcanim->numikrules * sizeof( *pikruledata );
ALIGN4( pData );
for (j = 0; j < srcanim->numikrules; j++)
{
mstudioikrule_t *pikrule = pikruledata + j;
pikrule->index = srcanim->ikrule[j].index;
pikrule->chain = srcanim->ikrule[j].chain;
pikrule->bone = srcanim->ikrule[j].bone;
pikrule->type = srcanim->ikrule[j].type;
pikrule->slot = srcanim->ikrule[j].slot;
pikrule->pos = srcanim->ikrule[j].pos;
pikrule->q = srcanim->ikrule[j].q;
pikrule->height = srcanim->ikrule[j].height;
pikrule->floor = srcanim->ikrule[j].floor;
pikrule->radius = srcanim->ikrule[j].radius;
if (srcanim->numframes > 1.0)
{
pikrule->start = srcanim->ikrule[j].start / (srcanim->numframes - 1.0f);
pikrule->peak = srcanim->ikrule[j].peak / (srcanim->numframes - 1.0f);
pikrule->tail = srcanim->ikrule[j].tail / (srcanim->numframes - 1.0f);
pikrule->end = srcanim->ikrule[j].end / (srcanim->numframes - 1.0f);
pikrule->contact= srcanim->ikrule[j].contact / (srcanim->numframes - 1.0f);
}
else
{
pikrule->start = 0.0f;
pikrule->peak = 0.0f;
pikrule->tail = 1.0f;
pikrule->end = 1.0f;
pikrule->contact= 0.0f;
}
/*
printf("%d %d %d %d : %.2f %.2f %.2f %.2f\n",
srcanim->ikrule[j].start, srcanim->ikrule[j].peak, srcanim->ikrule[j].tail, srcanim->ikrule[j].end,
pikrule->start, pikrule->peak, pikrule->tail, pikrule->end );
*/
pikrule->iStart = srcanim->ikrule[j].start;
#if 0
// uncompressed
pikrule->ikerrorindex = (pData - (byte*)pikrule);
mstudioikerror_t *perror = (mstudioikerror_t *)pData;
pData += srcanim->ikrule[j].numerror * sizeof( *perror );
for (k = 0; k < srcanim->ikrule[j].numerror; k++)
{
perror[k].pos = srcanim->ikrule[j].pError[k].pos;
perror[k].q = srcanim->ikrule[j].pError[k].q;
}
#endif
#if 1
// skip writting the header if there's no IK data
for (k = 0; k < 6; k++)
{
if (srcanim->ikrule[j].errorData.numanim[k]) break;
}
if (k == 6)
continue;
// compressed
pikrule->compressedikerrorindex = (pData - (byte*)pikrule);
mstudiocompressedikerror_t *pCompressed = (mstudiocompressedikerror_t *)pData;
pData += sizeof( *pCompressed );
for (k = 0; k < 6; k++)
{
pCompressed->scale[k] = srcanim->ikrule[j].errorData.scale[k];
pCompressed->offset[k] = (pData - (byte*)pCompressed);
int size = srcanim->ikrule[j].errorData.numanim[k] * sizeof( mstudioanimvalue_t );
memmove( pData, srcanim->ikrule[j].errorData.anim[k], size );
pData += size;
}
if (strlen( srcanim->ikrule[j].attachment ) > 0)
{
// don't use string table, we're probably not in the same file.
int size = strlen( srcanim->ikrule[j].attachment ) + 1;
strcpy( (char *)pData, srcanim->ikrule[j].attachment );
pikrule->szattachmentindex = pData - (byte *)pikrule;
pData += size;
}
ALIGN4( pData );
#endif
// AddToStringTable( pikrule, &pikrule->szattachmentindex, srcanim->ikrule[j].attachment );
}
return pData;
}
byte *WriteLocalHierarchy( s_animation_t *srcanim, byte *pData )
{
int j, k;
// write hierarchy keys
mstudiolocalhierarchy_t *pHierarchyData = (mstudiolocalhierarchy_t *)pData;
pData += srcanim->numlocalhierarchy * sizeof( *pHierarchyData );
ALIGN4( pData );
for (j = 0; j < srcanim->numlocalhierarchy; j++)
{
mstudiolocalhierarchy_t *pHierarchy = pHierarchyData + j;
pHierarchy->iBone = srcanim->localhierarchy[j].bone;
pHierarchy->iNewParent = srcanim->localhierarchy[j].newparent;
if (srcanim->numframes > 1.0)
{
pHierarchy->start = srcanim->localhierarchy[j].start / (srcanim->numframes - 1.0f);
pHierarchy->peak = srcanim->localhierarchy[j].peak / (srcanim->numframes - 1.0f);
pHierarchy->tail = srcanim->localhierarchy[j].tail / (srcanim->numframes - 1.0f);
pHierarchy->end = srcanim->localhierarchy[j].end / (srcanim->numframes - 1.0f);
}
else
{
pHierarchy->start = 0.0f;
pHierarchy->peak = 0.0f;
pHierarchy->tail = 1.0f;
pHierarchy->end = 1.0f;
}
pHierarchy->iStart = srcanim->localhierarchy[j].start;
#if 0
// uncompressed
pHierarchy->ikerrorindex = (pData - (byte*)pHierarchy);
mstudioikerror_t *perror = (mstudioikerror_t *)pData;
pData += srcanim->ikrule[j].numerror * sizeof( *perror );
for (k = 0; k < srcanim->ikrule[j].numerror; k++)
{
perror[k].pos = srcanim->ikrule[j].pError[k].pos;
perror[k].q = srcanim->ikrule[j].pError[k].q;
}
#endif
#if 1
// skip writting the header if there's no IK data
for (k = 0; k < 6; k++)
{
if (srcanim->localhierarchy[j].localData.numanim[k]) break;
}
if (k == 6)
continue;
// compressed
pHierarchy->localanimindex = (pData - (byte*)pHierarchy);
mstudiocompressedikerror_t *pCompressed = (mstudiocompressedikerror_t *)pData;
pData += sizeof( *pCompressed );
for (k = 0; k < 6; k++)
{
pCompressed->scale[k] = srcanim->localhierarchy[j].localData.scale[k];
pCompressed->offset[k] = (pData - (byte*)pCompressed);
int size = srcanim->localhierarchy[j].localData.numanim[k] * sizeof( mstudioanimvalue_t );
memmove( pData, srcanim->localhierarchy[j].localData.anim[k], size );
pData += size;
}
ALIGN4( pData );
#endif
// AddToStringTable( pHierarchy, &pHierarchy->szattachmentindex, srcanim->ikrule[j].attachment );
}
return pData;
}
static byte *WriteAnimations( byte *pData, byte *pStart, studiohdr_t *phdr )
{
int i, j;
mstudioanimdesc_t *panimdesc;
// save animations
panimdesc = (mstudioanimdesc_t *)pData;
if( phdr )
{
phdr->numlocalanim = g_numani;
phdr->localanimindex = (pData - pStart);
}
pData += g_numani * sizeof( *panimdesc );
ALIGN4( pData );
// ------------ ------- ------- : ------- (-------)
if( g_verbose )
{
printf(" animation x y ips angle\n");
}
for (i = 0; i < g_numani; i++)
{
s_animation_t *srcanim = g_panimation[ i ];
mstudioanimdesc_t *destanim = &panimdesc[i];
Assert( srcanim );
AddToStringTable( destanim, &destanim->sznameindex, srcanim->name );
destanim->baseptr = pStart - (byte *)destanim;
destanim->fps = srcanim->fps;
destanim->flags = srcanim->flags;
destanim->sectionframes = srcanim->sectionframes;
totalframes += srcanim->numframes;
totalseconds += srcanim->numframes / srcanim->fps;
destanim->numframes = srcanim->numframes;
// destanim->motiontype = srcanim->motiontype;
// destanim->motionbone = srcanim->motionbone;
// VectorCopy( srcanim->linearpos, destanim->linearpos );
j = srcanim->numpiecewisekeys - 1;
if (srcanim->piecewisemove[j].pos[0] != 0 || srcanim->piecewisemove[j].pos[1] != 0)
{
float t = (srcanim->numframes - 1) / srcanim->fps;
float r = 1 / t;
float a = atan2( srcanim->piecewisemove[j].pos[1], srcanim->piecewisemove[j].pos[0] ) * (180 / M_PI);
float d = sqrt( DotProduct( srcanim->piecewisemove[j].pos, srcanim->piecewisemove[j].pos ) );
if( g_verbose )
{
printf("%12s %7.2f %7.2f : %7.2f (%7.2f) %.1f\n", srcanim->name, srcanim->piecewisemove[j].pos[0], srcanim->piecewisemove[j].pos[1], d * r, a, t );
}
}
if (srcanim->numsections > 1)
{
destanim->sectionindex = pData - (byte *)destanim;
pData += srcanim->numsections * sizeof( mstudioanimsections_t );
}
// VectorCopy( srcanim->linearrot, destanim->linearrot );
// destanim->automoveposindex = srcanim->automoveposindex;
// destanim->automoveangleindex = srcanim->automoveangleindex;
// align all animation data to cache line boundaries
ALIGN16( pData );
ALIGN16( pBlockData );
if (pBlockStart)
{
// allocate the first block if needed
if (g_numanimblocks == 0)
{
g_numanimblocks = 1;
g_animblock[g_numanimblocks].start = pBlockData;
g_numanimblocks++;
}
}
if (!pBlockStart || (g_bonesaveframe.Count() == 0 && srcanim->numframes == 1))
{
// hack
srcanim->disableAnimblocks = true;
}
else if (g_bNoAnimblockStall)
{
srcanim->isFirstSectionLocal = true;
}
// block zero is relative to me
g_animblock[0].start = (byte *)(destanim);
byte *pAnimData = NULL;
byte *pIkData = NULL;
byte *pLocalHierarchy = NULL;
byte *pBlockEnd = pBlockData;
if (srcanim->disableAnimblocks || srcanim->isFirstSectionLocal)
{
destanim->animblock = 0;
pAnimData = pData;
WriteAnimationData( srcanim, destanim, pData, pBlockEnd );
pIkData = pData;
pLocalHierarchy = WriteIkErrors( srcanim, pIkData );
pData = WriteLocalHierarchy( srcanim, pLocalHierarchy );
}
else
{
pAnimData = pBlockEnd;
WriteAnimationData( srcanim, destanim, pData, pBlockEnd );
if ( destanim->sectionindex )
{
// if sections were written, don't move the data already written to the last block
pBlockData = pBlockEnd;
}
destanim->animblock = g_numanimblocks-1;
pIkData = pBlockEnd;
pLocalHierarchy = WriteIkErrors( srcanim, pIkData );
pBlockEnd = WriteLocalHierarchy( srcanim, pLocalHierarchy );
}
// printf("%d %x %x %x %s : %d\n", g_numanimblocks - 1, g_animblock[g_numanimblocks-1].start, pBlockData, pBlockEnd, srcanim->name, srcanim->numsections );
if (pBlockData != pBlockEnd && pBlockEnd - g_animblock[g_numanimblocks-1].start > g_animblocksize)
{
g_animblock[g_numanimblocks-1].end = pBlockData;
g_animblock[g_numanimblocks].start = pBlockData;
g_numanimblocks++;
destanim->animblock = g_numanimblocks-1;
}
destanim->animindex = pAnimData - g_animblock[destanim->animblock].start;
if ( srcanim->numikrules )
{
destanim->numikrules = srcanim->numikrules;
if (destanim->animblock == 0)
{
destanim->ikruleindex = pIkData - g_animblock[destanim->animblock].start;
}
else
{
destanim->animblockikruleindex = pIkData - g_animblock[destanim->animblock].start;
}
}
if ( srcanim->numlocalhierarchy )
{
destanim->numlocalhierarchy = srcanim->numlocalhierarchy;
destanim->localhierarchyindex = pLocalHierarchy - g_animblock[destanim->animblock].start;
}
if (g_numanimblocks)
{
g_animblock[g_numanimblocks-1].end = pBlockEnd;
pBlockData = pBlockEnd;
}
// printf("%s : %d:%d\n", srcanim->name, destanim->animblock, destanim->animindex );
// printf("raw bone data %d : %s\n", (byte *)destanimvalue - pData, srcanim->name);
}
if( !g_quiet )
{
/*
for (i = 0; i < g_numanimblocks; i++)
{
printf("%2d (%3d:%3d): %d\n", i, g_animblock[i].iStartAnim, g_animblock[i].iEndAnim, g_animblock[i].end - g_animblock[i].start );
}
*/
}
if( !g_quiet )
{
/*
printf("raw anim data %d : %d\n", rawanimbytes, animboneframes );
printf("pos %d %d %d %d\n", numPos[0], numPos[1], numPos[2], numPos[3] );
printf("axis %d %d %d %d : %d\n", numAxis[0], numAxis[1], numAxis[2], numAxis[3], useRaw );
*/
}
// write movement keys
for (i = 0; i < g_numani; i++)
{
s_animation_t *anim = g_panimation[ i ];
// panimdesc[i].entrancevelocity = anim->entrancevelocity;
panimdesc[i].nummovements = anim->numpiecewisekeys;
if (panimdesc[i].nummovements)
{
panimdesc[i].movementindex = pData - (byte*)&panimdesc[i];
mstudiomovement_t *pmove = (mstudiomovement_t *)pData;
pData += panimdesc[i].nummovements * sizeof( *pmove );
ALIGN4( pData );
for (j = 0; j < panimdesc[i].nummovements; j++)
{
pmove[j].endframe = anim->piecewisemove[j].endframe;
pmove[j].motionflags = anim->piecewisemove[j].flags;
pmove[j].v0 = anim->piecewisemove[j].v0;
pmove[j].v1 = anim->piecewisemove[j].v1;
pmove[j].angle = RAD2DEG( anim->piecewisemove[j].rot[2] );
VectorCopy( anim->piecewisemove[j].vector, pmove[j].vector );
VectorCopy( anim->piecewisemove[j].pos, pmove[j].position );
}
}
}
// only write zero frames if the animation data is demand loaded
if (!pBlockStart)
return pData;
// calculate what bones should be have zero frame saved out
if (g_bonesaveframe.Count() == 0)
{
for (j = 0; j < g_numbones; j++)
{
if ((g_bonetable[j].parent == -1) || (g_bonetable[j].posrange.Length() > 2.0))
{
g_bonetable[j].flags |= BONE_HAS_SAVEFRAME_POS;
}
g_bonetable[j].flags |= BONE_HAS_SAVEFRAME_ROT;
if ((!g_quiet) && (g_bonetable[j].flags & (BONE_HAS_SAVEFRAME_POS | BONE_HAS_SAVEFRAME_ROT)))
{
printf("$BoneSaveFrame \"%s\"", g_bonetable[j].name );
if (g_bonetable[j].flags & BONE_HAS_SAVEFRAME_POS)
printf(" position" );
if (g_bonetable[j].flags & BONE_HAS_SAVEFRAME_ROT)
printf(" rotation" );
printf("\n");
}
}
}
else
{
for (i = 0; i < g_bonesaveframe.Count(); i++)
{
j = findGlobalBone( g_bonesaveframe[i].name );
if (j != -1)
{
if (g_bonesaveframe[i].bSavePos)
{
g_bonetable[j].flags |= BONE_HAS_SAVEFRAME_POS;
}
if (g_bonesaveframe[i].bSaveRot)
{
g_bonetable[j].flags |= BONE_HAS_SAVEFRAME_ROT;
}
}
}
}
for (j = 0; j < g_numbones; j++)
{
phdr->pBone(j)->flags |= g_bonetable[j].flags;
}
ALIGN4( pData );
// write zero frames
for (i = 0; i < g_numani; i++)
{
s_animation_t *anim = g_panimation[ i ];
if (panimdesc[i].animblock != 0)
{
panimdesc[i].zeroframeindex = pData - (byte *)&panimdesc[i];
int k = min( panimdesc[i].numframes - 1, 9 );
if (panimdesc[i].flags & STUDIO_LOOPING)
{
k = min( (panimdesc[i].numframes - 1) / 2, k );
}
panimdesc[i].zeroframespan = k;
if (k > 2)
{
panimdesc[i].zeroframecount = min( (panimdesc[i].numframes - 1) / panimdesc[i].zeroframespan, 3 ); // save frames 0..24 frames
}
if (panimdesc[i].zeroframecount < 1)
panimdesc[i].zeroframecount = 1;
for (j = 0; j < g_numbones; j++)
{
if (g_bonetable[j].flags & BONE_HAS_SAVEFRAME_POS)
{
for (int n = 0; n < panimdesc[i].zeroframecount; n++)
{
*(Vector48 *)pData = anim->sanim[panimdesc[i].zeroframespan*n][j].pos;
pData += sizeof( Vector48 );
}
}
if (g_bonetable[j].flags & BONE_HAS_SAVEFRAME_ROT)
{
for (int n = 0; n < panimdesc[i].zeroframecount; n++)
{
Quaternion q;
AngleQuaternion( anim->sanim[panimdesc[i].zeroframespan*n][j].rot, q );
*((Quaternion64 *)pData) = q;
pData += sizeof( Quaternion64 );
}
}
}
}
}
ALIGN4( pData );
return pData;
}
static void WriteTextures( studiohdr_t *phdr )
{
int i, j;
short *pref;
// save texture info
mstudiotexture_t *ptexture = (mstudiotexture_t *)pData;
phdr->numtextures = g_nummaterials;
phdr->textureindex = pData - pStart;
pData += g_nummaterials * sizeof( mstudiotexture_t );
for (i = 0; i < g_nummaterials; i++)
{
j = g_material[i];
AddToStringTable( &ptexture[i], &ptexture[i].sznameindex, g_texture[j].name );
}
ALIGN4( pData );
int *cdtextureoffset = (int *)pData;
phdr->numcdtextures = numcdtextures;
phdr->cdtextureindex = pData - pStart;
pData += numcdtextures * sizeof( int );
for (i = 0; i < numcdtextures; i++)
{
AddToStringTable( phdr, &cdtextureoffset[i], cdtextures[i] );
}
ALIGN4( pData );
// save texture directory info
phdr->skinindex = (pData - pStart);
phdr->numskinref = g_numskinref;
phdr->numskinfamilies = g_numskinfamilies;
pref = (short *)pData;
for (i = 0; i < phdr->numskinfamilies; i++)
{
for (j = 0; j < phdr->numskinref; j++)
{
*pref = g_skinref[i][j];
pref++;
}
}
pData = (byte *)pref;
ALIGN4( pData );
}
//-----------------------------------------------------------------------------
// Write source bone transforms
//-----------------------------------------------------------------------------
static void WriteBoneTransforms( studiohdr2_t *phdr, mstudiobone_t *pBone )
{
matrix3x4_t identity;
SetIdentityMatrix( identity );
int nTransformCount = 0;
for (int i = 0; i < g_numbones; i++)
{
if ( g_bonetable[i].flags & BONE_ALWAYS_PROCEDURAL )
continue;
int nParent = g_bonetable[i].parent;
// Transformation is necessary if either you or your parent was realigned
if ( MatricesAreEqual( identity, g_bonetable[i].srcRealign ) &&
( ( nParent < 0 ) || MatricesAreEqual( identity, g_bonetable[nParent].srcRealign ) ) )
continue;
++nTransformCount;
}
// save bone transform info
mstudiosrcbonetransform_t *pSrcBoneTransform = (mstudiosrcbonetransform_t *)pData;
phdr->numsrcbonetransform = nTransformCount;
phdr->srcbonetransformindex = pData - pStart;
pData += nTransformCount * sizeof( mstudiosrcbonetransform_t );
int bt = 0;
for ( int i = 0; i < g_numbones; i++ )
{
if ( g_bonetable[i].flags & BONE_ALWAYS_PROCEDURAL )
continue;
int nParent = g_bonetable[i].parent;
if ( MatricesAreEqual( identity, g_bonetable[i].srcRealign ) &&
( ( nParent < 0 ) || MatricesAreEqual( identity, g_bonetable[nParent].srcRealign ) ) )
continue;
// What's going on here?
// So, when we realign a bone, we want to do it in a way so that the child bones
// have the same bone->world transform. If we take T as the src realignment transform
// for the parent, P is the parent to world, and C is the child to parent, we expect
// the child->world is constant after realignment:
// CtoW = P * C = ( P * T ) * ( T^-1 * C )
// therefore Cnew = ( T^-1 * C )
if ( nParent >= 0 )
{
MatrixInvert( g_bonetable[nParent].srcRealign, pSrcBoneTransform[bt].pretransform );
}
else
{
SetIdentityMatrix( pSrcBoneTransform[bt].pretransform );
}
MatrixCopy( g_bonetable[i].srcRealign, pSrcBoneTransform[bt].posttransform );
AddToStringTable( &pSrcBoneTransform[bt], &pSrcBoneTransform[bt].sznameindex, g_bonetable[i].name );
++bt;
}
ALIGN4( pData );
if (g_numbones > 1)
{
// write second bone table
phdr->linearboneindex = pData - (byte *)phdr;
mstudiolinearbone_t *pLinearBone = (mstudiolinearbone_t *)pData;
pData += sizeof( *pLinearBone );
pLinearBone->numbones = g_numbones;
#define WRITE_BONE_BLOCK( type, srcfield, dest, destindex ) \
type *##dest = (type *)pData; \
pLinearBone->##destindex = pData - (byte *)pLinearBone; \
pData += g_numbones * sizeof( *##dest ); \
ALIGN4( pData ); \
for ( int i = 0; i < g_numbones; i++) \
dest##[i] = pBone[i].##srcfield;
WRITE_BONE_BLOCK( int, flags, pFlags, flagsindex );
WRITE_BONE_BLOCK( int, parent, pParent, parentindex );
WRITE_BONE_BLOCK( Vector, pos, pPos, posindex );
WRITE_BONE_BLOCK( Quaternion, quat, pQuat, quatindex );
WRITE_BONE_BLOCK( RadianEuler, rot, pRot, rotindex );
WRITE_BONE_BLOCK( matrix3x4_t, poseToBone, pPoseToBone, posetoboneindex );
WRITE_BONE_BLOCK( Vector, posscale, pPoseScale, posscaleindex );
WRITE_BONE_BLOCK( Vector, rotscale, pRotScale, rotscaleindex );
WRITE_BONE_BLOCK( Quaternion, qAlignment, pQAlignment, qalignmentindex );
}
}
//-----------------------------------------------------------------------------
// Write the bone flex drivers
//-----------------------------------------------------------------------------
static void WriteBoneFlexDrivers( studiohdr2_t *pStudioHdr2 )
{
ALIGN4( pData );
pStudioHdr2->m_nBoneFlexDriverCount = 0;
pStudioHdr2->m_nBoneFlexDriverIndex = 0;
CDmeBoneFlexDriverList *pDmeBoneFlexDriverList = GetElement< CDmeBoneFlexDriverList >( g_hDmeBoneFlexDriverList );
if ( !pDmeBoneFlexDriverList )
return;
const int nBoneFlexDriverCount = pDmeBoneFlexDriverList->m_eBoneFlexDriverList.Count();
if ( nBoneFlexDriverCount <= 0 )
return;
mstudioboneflexdriver_t *pBoneFlexDriver = (mstudioboneflexdriver_t *)pData;
pStudioHdr2->m_nBoneFlexDriverCount = nBoneFlexDriverCount;
pStudioHdr2->m_nBoneFlexDriverIndex = pData - (byte *)pStudioHdr2;
pData += nBoneFlexDriverCount * sizeof( mstudioboneflexdriver_t );
ALIGN4( pData );
for ( int i = 0; i < nBoneFlexDriverCount; ++i )
{
CDmeBoneFlexDriver *pDmeBoneFlexDriver = pDmeBoneFlexDriverList->m_eBoneFlexDriverList[i];
Assert( pDmeBoneFlexDriver );
Assert( pDmeBoneFlexDriver->m_eControlList.Count() > 0 );
Assert( pDmeBoneFlexDriver->GetValue< int >( "__boneIndex", -1 ) >= 0 );
pBoneFlexDriver->m_nBoneIndex = pDmeBoneFlexDriver->GetValue< int >( "__boneIndex", 0 );
pBoneFlexDriver->m_nControlCount = pDmeBoneFlexDriver->m_eControlList.Count();
pBoneFlexDriver->m_nControlIndex = pData - (byte *)pBoneFlexDriver;
mstudioboneflexdrivercontrol_t *pControl = reinterpret_cast< mstudioboneflexdrivercontrol_t * >( pData );
for ( int j = 0; j < pBoneFlexDriver->m_nControlCount; ++j )
{
CDmeBoneFlexDriverControl *pDmeControl = pDmeBoneFlexDriver->m_eControlList[j];
Assert( pDmeControl );
Assert( pDmeControl->GetValue< int >( "__flexControlIndex", -1 ) >= 0 );
Assert( pDmeControl->m_nBoneComponent >= STUDIO_BONE_FLEX_TX );
Assert( pDmeControl->m_nBoneComponent <= STUDIO_BONE_FLEX_TZ );
pControl[j].m_nFlexControllerIndex = pDmeControl->GetValue< int >( "__flexControlIndex", 0 );
pControl[j].m_nBoneComponent = pDmeControl->m_nBoneComponent;
pControl[j].m_flMin = pDmeControl->m_flMin;
pControl[j].m_flMax = pDmeControl->m_flMax;
}
pData += pBoneFlexDriver->m_nControlCount * sizeof( mstudioboneflexdrivercontrol_t );
ALIGN4( pData );
++pBoneFlexDriver;
}
}
//-----------------------------------------------------------------------------
// Write the processed vertices
//-----------------------------------------------------------------------------
static void WriteVertices( studiohdr_t *phdr )
{
char fileName[MAX_PATH];
byte *pStart;
byte *pData;
int i;
int j;
int k;
int cur;
if (!g_nummodelsbeforeLOD)
return;
V_strcpy_safe( fileName, gamedir );
// if( *g_pPlatformName )
// {
// strcat( fileName, "platform_" );
// strcat( fileName, g_pPlatformName );
// strcat( fileName, "/" );
// }
V_strcat_safe( fileName, "models/" );
V_strcat_safe( fileName, outname );
Q_StripExtension( fileName, fileName, sizeof( fileName ) );
V_strcat_safe( fileName, ".vvd" );
if ( !g_quiet )
{
printf ("---------------------\n");
printf ("writing %s:\n", fileName);
}
pStart = (byte *)kalloc( 1, FILEBUFFER );
pData = pStart;
vertexFileHeader_t *fileHeader = (vertexFileHeader_t *)pData;
pData += sizeof(vertexFileHeader_t);
fileHeader->id = MODEL_VERTEX_FILE_ID;
fileHeader->version = MODEL_VERTEX_FILE_VERSION;
fileHeader->checksum = phdr->checksum;
// data has no fixes and requires no fixes
fileHeader->numFixups = 0;
fileHeader->fixupTableStart = 0;
// unfinalized during first pass, fixed during second pass
// data can be considered as single lod at lod 0
fileHeader->numLODs = 1;
fileHeader->numLODVertexes[0] = 0;
// store vertexes grouped by mesh order
ALIGN16( pData );
fileHeader->vertexDataStart = pData-pStart;
for (i = 0; i < g_nummodelsbeforeLOD; i++)
{
s_loddata_t *pLodData = g_model[i]->m_pLodData;
// skip blank empty model
if (!pLodData)
continue;
// save vertices
ALIGN16( pData );
cur = (int)pData;
mstudiovertex_t *pVert = (mstudiovertex_t *)pData;
pData += pLodData->numvertices * sizeof( mstudiovertex_t );
for (j = 0; j < pLodData->numvertices; j++)
{
// printf( "saving bone weight %d for model %d at 0x%p\n",
// j, i, &pbone[j] );
const s_vertexinfo_t &lodVertex = pLodData->vertex[j];
VectorCopy( lodVertex.position, pVert[j].m_vecPosition );
VectorCopy( lodVertex.normal, pVert[j].m_vecNormal );
Vector2DCopy( lodVertex.texcoord, pVert[j].m_vecTexCoord );
mstudioboneweight_t *pBoneWeight = &pVert[j].m_BoneWeights;
memset( pBoneWeight, 0, sizeof( mstudioboneweight_t ) );
pBoneWeight->numbones = lodVertex.boneweight.numbones;
for (k = 0; k < pBoneWeight->numbones; k++)
{
pBoneWeight->bone[k] = lodVertex.boneweight.bone[k];
pBoneWeight->weight[k] = lodVertex.boneweight.weight[k];
}
}
fileHeader->numLODVertexes[0] += pLodData->numvertices;
if (!g_quiet)
{
printf( "vertices %7d bytes (%d vertices)\n", (int)(pData - cur), pLodData->numvertices );
}
}
// store tangents grouped by mesh order
ALIGN4( pData );
fileHeader->tangentDataStart = pData-pStart;
for (i = 0; i < g_nummodelsbeforeLOD; i++)
{
s_loddata_t *pLodData = g_model[i]->m_pLodData;
// skip blank empty model
if (!pLodData)
continue;
// save tangent space S
ALIGN4( pData );
cur = (int)pData;
Vector4D *ptangents = (Vector4D *)pData;
pData += pLodData->numvertices * sizeof( Vector4D );
for (j = 0; j < pLodData->numvertices; j++)
{
Vector4DCopy( pLodData->vertex[j].tangentS, ptangents[j] );
#ifdef _DEBUG
float w = ptangents[j].w;
Assert( w == 1.0f || w == -1.0f );
#endif
}
if (!g_quiet)
{
printf( "tangents %7d bytes (%d vertices)\n", (int)(pData - cur), pLodData->numvertices );
}
}
if (!g_quiet)
{
printf( "total %7d bytes\n", pData - pStart );
}
// fileHeader->length = pData - pStart;
{
CP4AutoEditAddFile autop4( fileName, "binary" );
SaveFile( fileName, pStart, pData - pStart );
}
}
//-----------------------------------------------------------------------------
// Computes the maximum absolute value of any component of all vertex animation
// pos (x,y,z) normal (x,y,z) or wrinkle
//
// Returns the fixed point scale and also sets appropriate values & flags in
// passed studiohdr_t
//-----------------------------------------------------------------------------
float ComputeVertAnimFixedPointScale( studiohdr_t *pStudioHdr )
{
float flVertAnimRange = 0.0f;
for ( int j = 0; j < g_numflexkeys; ++j )
{
if ( g_flexkey[j].numvanims <= 0 )
continue;
const bool bWrinkleVAnim = ( g_flexkey[j].vanimtype == STUDIO_VERT_ANIM_WRINKLE );
s_vertanim_t *pVertAnim = g_flexkey[j].vanim;
for ( int k = 0; k < g_flexkey[j].numvanims; ++k )
{
if ( fabs( pVertAnim->pos.x ) > flVertAnimRange )
{
flVertAnimRange = fabs( pVertAnim->pos.x );
}
if ( fabs( pVertAnim->pos.y ) > flVertAnimRange )
{
flVertAnimRange = fabs( pVertAnim->pos.y );
}
if ( fabs( pVertAnim->pos.z ) > flVertAnimRange )
{
flVertAnimRange = fabs( pVertAnim->pos.z );
}
if ( fabs( pVertAnim->normal.x ) > flVertAnimRange )
{
flVertAnimRange = fabs( pVertAnim->normal.x );
}
if ( fabs( pVertAnim->normal.y ) > flVertAnimRange )
{
flVertAnimRange = fabs( pVertAnim->normal.y );
}
if ( fabs( pVertAnim->normal.z ) > flVertAnimRange )
{
flVertAnimRange = fabs( pVertAnim->normal.z );
}
if ( bWrinkleVAnim )
{
if ( fabs( pVertAnim->wrinkle ) > flVertAnimRange )
{
flVertAnimRange = fabs( pVertAnim->wrinkle );
}
}
pVertAnim++;
}
}
// Legacy value
float flVertAnimFixedPointScale = 1.0 / 4096.0f;
if ( flVertAnimRange > 0.0f )
{
if ( flVertAnimRange > 32767 )
{
MdlWarning( "Flex value too large: %.2f, Max: 32767\n", flVertAnimRange );
flVertAnimFixedPointScale = 1.0f;
}
else
{
const float flTmpScale = flVertAnimRange / 32767.0f;
if ( flTmpScale > flVertAnimFixedPointScale )
{
flVertAnimFixedPointScale = flTmpScale;
}
}
}
if ( flVertAnimFixedPointScale != 1.0f / 4096.0f )
{
pStudioHdr->flags |= STUDIOHDR_FLAGS_VERT_ANIM_FIXED_POINT_SCALE;
pStudioHdr->flVertAnimFixedPointScale = flVertAnimFixedPointScale;
}
return flVertAnimFixedPointScale;
}
static void WriteModel( studiohdr_t *phdr )
{
int i, j, k, m;
mstudiobodyparts_t *pbodypart;
mstudiomodel_t *pmodel;
s_source_t *psource;
mstudiovertanim_t *pvertanim;
s_vertanim_t *pvanim;
int cur = (int)pData;
// vertex data is written to external file, offsets kept internal
// track expected external base to store proper offsets
byte *externalVertexIndex = 0;
byte *externalTangentsIndex = 0;
// write bodypart info
pbodypart = (mstudiobodyparts_t *)pData;
phdr->numbodyparts = g_numbodyparts;
phdr->bodypartindex = pData - pStart;
pData += g_numbodyparts * sizeof( mstudiobodyparts_t );
pmodel = (mstudiomodel_t *)pData;
pData += g_nummodelsbeforeLOD * sizeof( mstudiomodel_t );
for (i = 0, j = 0; i < g_numbodyparts; i++)
{
AddToStringTable( &pbodypart[i], &pbodypart[i].sznameindex, g_bodypart[i].name );
pbodypart[i].nummodels = g_bodypart[i].nummodels;
pbodypart[i].base = g_bodypart[i].base;
pbodypart[i].modelindex = ((byte *)&pmodel[j]) - (byte *)&pbodypart[i];
j += g_bodypart[i].nummodels;
}
ALIGN4( pData );
// write global flex names
mstudioflexdesc_t *pflexdesc = (mstudioflexdesc_t *)pData;
phdr->numflexdesc = g_numflexdesc;
phdr->flexdescindex = pData - pStart;
pData += g_numflexdesc * sizeof( mstudioflexdesc_t );
ALIGN4( pData );
for (j = 0; j < g_numflexdesc; j++)
{
// printf("%d %s\n", j, g_flexdesc[j].FACS );
AddToStringTable( pflexdesc, &pflexdesc->szFACSindex, g_flexdesc[j].FACS );
pflexdesc++;
}
// write global flex controllers
mstudioflexcontroller_t *pflexcontroller = (mstudioflexcontroller_t *)pData;
phdr->numflexcontrollers = g_numflexcontrollers;
phdr->flexcontrollerindex = pData - pStart;
pData += g_numflexcontrollers * sizeof( mstudioflexcontroller_t );
ALIGN4( pData );
for (j = 0; j < g_numflexcontrollers; j++)
{
AddToStringTable( pflexcontroller, &pflexcontroller->sznameindex, g_flexcontroller[j].name );
AddToStringTable( pflexcontroller, &pflexcontroller->sztypeindex, g_flexcontroller[j].type );
pflexcontroller->min = g_flexcontroller[j].min;
pflexcontroller->max = g_flexcontroller[j].max;
pflexcontroller->localToGlobal = -1;
pflexcontroller++;
}
// write flex rules
mstudioflexrule_t *pflexrule = (mstudioflexrule_t *)pData;
phdr->numflexrules = g_numflexrules;
phdr->flexruleindex = pData - pStart;
pData += g_numflexrules * sizeof( mstudioflexrule_t );
ALIGN4( pData );
for (j = 0; j < g_numflexrules; j++)
{
pflexrule->flex = g_flexrule[j].flex;
pflexrule->numops = g_flexrule[j].numops;
pflexrule->opindex = (pData - (byte *)pflexrule);
mstudioflexop_t *pflexop = (mstudioflexop_t *)pData;
for (i = 0; i < pflexrule->numops; i++)
{
pflexop[i].op = g_flexrule[j].op[i].op;
pflexop[i].d.index = g_flexrule[j].op[i].d.index;
}
pData += sizeof( mstudioflexop_t ) * pflexrule->numops;
ALIGN4( pData );
pflexrule++;
}
// write global flex controller information
mstudioflexcontrollerui_t *pFlexControllerUI = (mstudioflexcontrollerui_t *)pData;
phdr->numflexcontrollerui = 0;
phdr->flexcontrolleruiindex = pData - pStart;
// Loop through all defined controllers and create a UI structure for them
// All actual controllers will be defined as a member of some ui structure
// and all actual controllers can only be a member of one ui structure
bool *pControllerHandled = ( bool * )_alloca( g_numflexcontrollers * sizeof( bool ) );
memset( pControllerHandled, 0, g_numflexcontrollers * sizeof( bool ) );
for ( j = 0; j < g_numflexcontrollers; ++j )
{
// Don't handle controls twice
if ( pControllerHandled[ j ] )
continue;
const s_flexcontroller_t &flexcontroller = g_flexcontroller[ j ];
bool found = false;
// See if this controller is in the remap table
for ( k = 0; k < g_FlexControllerRemap.Count(); ++k )
{
s_flexcontrollerremap_t &remap = g_FlexControllerRemap[ k ];
if ( j == remap.m_Index || j == remap.m_LeftIndex || j == remap.m_RightIndex || j == remap.m_MultiIndex )
{
AddToStringTable( pFlexControllerUI, &pFlexControllerUI->sznameindex, remap.m_Name );
pFlexControllerUI->stereo = remap.m_bIsStereo;
if ( pFlexControllerUI->stereo )
{
Assert( !pControllerHandled[ remap.m_LeftIndex ] );
pFlexControllerUI->szindex0 = (
phdr->flexcontrollerindex - int( pData - pStart ) +
remap.m_LeftIndex * sizeof( mstudioflexcontroller_t ) );
pControllerHandled[ remap.m_LeftIndex ] = true;
Assert( !pControllerHandled[ remap.m_RightIndex ] );
pFlexControllerUI->szindex1 = (
phdr->flexcontrollerindex - int( pData - pStart ) +
remap.m_RightIndex * sizeof( mstudioflexcontroller_t ) );
pControllerHandled[ remap.m_RightIndex ] = true;
}
else
{
Assert( !pControllerHandled[ remap.m_Index ] );
pFlexControllerUI->szindex0 = (
phdr->flexcontrollerindex - int( pData - pStart ) +
remap.m_Index * sizeof( mstudioflexcontroller_t ) );
pControllerHandled[ remap.m_Index ] = true;
pFlexControllerUI->szindex1 = ( 0 );
}
pFlexControllerUI->remaptype = remap.m_RemapType;
if ( pFlexControllerUI->remaptype == FLEXCONTROLLER_REMAP_NWAY || pFlexControllerUI->remaptype == FLEXCONTROLLER_REMAP_EYELID )
{
Assert( remap.m_MultiIndex != -1 );
Assert( !pControllerHandled[ remap.m_MultiIndex ] );
pFlexControllerUI->szindex2 = (
phdr->flexcontrollerindex - int( pData - pStart ) +
remap.m_MultiIndex * sizeof( mstudioflexcontroller_t ) );
pControllerHandled[ remap.m_MultiIndex ] = true;
}
else
{
pFlexControllerUI->szindex2 = 0;
}
found = true;
break;
}
}
if ( !found )
{
pFlexControllerUI->remaptype = FLEXCONTROLLER_REMAP_PASSTHRU;
pFlexControllerUI->szindex2 = 0; // Unused in this case
if ( j < g_numflexcontrollers - 1 &&
StringAfterPrefixCaseSensitive( flexcontroller.name, "right_" ) &&
StringAfterPrefixCaseSensitive( g_flexcontroller[ j + 1 ].name, "left_" ) &&
!Q_strcmp( StringAfterPrefixCaseSensitive( flexcontroller.name, "right_" ), StringAfterPrefixCaseSensitive( g_flexcontroller[ j + 1 ].name, "left_" ) ) )
{
AddToStringTable( pFlexControllerUI, &pFlexControllerUI->sznameindex, flexcontroller.name + 6 );
pFlexControllerUI->stereo = true;
Assert( !pControllerHandled[ j + 1 ] );
pFlexControllerUI->szindex0 = (
phdr->flexcontrollerindex - int( pData - pStart ) +
( j + 1 ) * sizeof( mstudioflexcontroller_t ) );
pControllerHandled[ j + 1 ] = true;
Assert( !pControllerHandled[ j ] );
pFlexControllerUI->szindex1 = (
phdr->flexcontrollerindex - int( pData - pStart ) +
j * sizeof( mstudioflexcontroller_t ) );
pControllerHandled[ j ] = true;
}
else if ( j > 0 &&
StringAfterPrefixCaseSensitive( flexcontroller.name, "left_" ) &&
StringAfterPrefixCaseSensitive( g_flexcontroller[ j - 1 ].name, "right_" ) &&
!Q_strcmp( StringAfterPrefixCaseSensitive( flexcontroller.name, "left_" ), StringAfterPrefixCaseSensitive( g_flexcontroller[ j - 1 ].name, "right_" ) ) )
{
AddToStringTable( pFlexControllerUI, &pFlexControllerUI->sznameindex, flexcontroller.name + 5 );
pFlexControllerUI->stereo = true;
Assert( !pControllerHandled[ j ] );
pFlexControllerUI->szindex0 = (
phdr->flexcontrollerindex - int( pData - pStart ) +
j * sizeof( mstudioflexcontroller_t ) );
pControllerHandled[ j ] = true;
Assert( !pControllerHandled[ j - 1 ] );
pFlexControllerUI->szindex1 = (
phdr->flexcontrollerindex - int( pData - pStart ) +
( j - 1 ) * sizeof( mstudioflexcontroller_t ) );
pControllerHandled[ j - 1 ] = true;
}
else
{
AddToStringTable( pFlexControllerUI, &pFlexControllerUI->sznameindex, flexcontroller.name );
pFlexControllerUI->stereo = false;
pFlexControllerUI->szindex0 = (
phdr->flexcontrollerindex - int( pData - pStart ) +
j * sizeof( mstudioflexcontroller_t ) );
pFlexControllerUI->szindex1 = 0; // Unused in this case
pControllerHandled[ j ] = true;
}
}
phdr->numflexcontrollerui++;
pData += sizeof( mstudioflexcontrollerui_t );
++pFlexControllerUI;
}
ALIGN4( pData );
#ifdef _DEBUG
for ( j = 0; j < g_numflexcontrollers; ++j )
{
Assert( pControllerHandled[ j ] );
}
#endif // _DEBUG
// write ik chains
mstudioikchain_t *pikchain = (mstudioikchain_t *)pData;
phdr->numikchains = g_numikchains;
phdr->ikchainindex = pData - pStart;
pData += g_numikchains * sizeof( mstudioikchain_t );
ALIGN4( pData );
for (j = 0; j < g_numikchains; j++)
{
AddToStringTable( pikchain, &pikchain->sznameindex, g_ikchain[j].name );
pikchain->numlinks = g_ikchain[j].numlinks;
mstudioiklink_t *piklink = (mstudioiklink_t *)pData;
pikchain->linkindex = (pData - (byte *)pikchain);
pData += pikchain->numlinks * sizeof( mstudioiklink_t );
for (i = 0; i < pikchain->numlinks; i++)
{
piklink[i].bone = g_ikchain[j].link[i].bone;
piklink[i].kneeDir = g_ikchain[j].link[i].kneeDir;
}
pikchain++;
}
// save autoplay locks
mstudioiklock_t *piklock = (mstudioiklock_t *)pData;
phdr->numlocalikautoplaylocks = g_numikautoplaylocks;
phdr->localikautoplaylockindex = pData - pStart;
pData += g_numikautoplaylocks * sizeof( mstudioiklock_t );
ALIGN4( pData );
for (j = 0; j < g_numikautoplaylocks; j++)
{
piklock->chain = g_ikautoplaylock[j].chain;
piklock->flPosWeight = g_ikautoplaylock[j].flPosWeight;
piklock->flLocalQWeight = g_ikautoplaylock[j].flLocalQWeight;
piklock++;
}
// save mouth info
mstudiomouth_t *pmouth = (mstudiomouth_t *)pData;
phdr->nummouths = g_nummouths;
phdr->mouthindex = pData - pStart;
pData += g_nummouths * sizeof( mstudiomouth_t );
ALIGN4( pData );
for (i = 0; i < g_nummouths; i++) {
pmouth[i].bone = g_mouth[i].bone;
VectorCopy( g_mouth[i].forward, pmouth[i].forward );
pmouth[i].flexdesc = g_mouth[i].flexdesc;
}
// save pose parameters
mstudioposeparamdesc_t *ppose = (mstudioposeparamdesc_t *)pData;
phdr->numlocalposeparameters = g_numposeparameters;
phdr->localposeparamindex = pData - pStart;
pData += g_numposeparameters * sizeof( mstudioposeparamdesc_t );
ALIGN4( pData );
for (i = 0; i < g_numposeparameters; i++)
{
AddToStringTable( &ppose[i], &ppose[i].sznameindex, g_pose[i].name );
ppose[i].start = g_pose[i].min;
ppose[i].end = g_pose[i].max;
ppose[i].flags = g_pose[i].flags;
ppose[i].loop = g_pose[i].loop;
}
if( !g_quiet )
{
printf("ik/pose %7d bytes\n", (int)(pData - cur) );
}
cur = (int)pData;
const float flVertAnimFixedPointScale = ComputeVertAnimFixedPointScale( phdr );
// write model
for (i = 0; i < g_nummodelsbeforeLOD; i++)
{
int n = 0;
byte *pModelStart = (byte *)(&pmodel[i]);
strcpy( pmodel[i].name, g_model[i]->filename );
// AddToStringTable( &pmodel[i], &pmodel[i].sznameindex, g_model[i]->filename );
// pmodel[i].mrmbias = g_model[i]->mrmbias;
// pmodel[i].minresolution = g_model[i]->minresolution;
// pmodel[i].maxresolution = g_model[i]->maxresolution;
// save bbox info
psource = g_model[i]->source;
s_loddata_t *pLodData = g_model[i]->m_pLodData;
// save mesh info
if (pLodData)
{
pmodel[i].numvertices = pLodData->numvertices;
}
else
{
// empty model
pmodel[i].numvertices = 0;
}
if ( pmodel[i].numvertices >= MAXSTUDIOVERTS )
{
// We have to check this here so that we don't screw up decal
// vert caching in the runtime.
MdlError( "Too many verts in model. (%d verts, MAXSTUDIOVERTS==%d)\n",
pmodel[i].numvertices, ( int )MAXSTUDIOVERTS );
}
mstudiomesh_t *pmesh = (mstudiomesh_t *)pData;
pmodel[i].meshindex = (pData - pModelStart);
pData += psource->nummeshes * sizeof( mstudiomesh_t );
ALIGN4( pData );
pmodel[i].nummeshes = psource->nummeshes;
for (m = 0; m < pmodel[i].nummeshes; m++)
{
n = psource->meshindex[m];
pmesh[m].material = n;
pmesh[m].modelindex = (byte *)&pmodel[i] - (byte *)&pmesh[m];
pmesh[m].numvertices = pLodData->mesh[n].numvertices;
pmesh[m].vertexoffset = pLodData->mesh[n].vertexoffset;
}
// set expected base offsets to external data
ALIGN16( externalVertexIndex );
pmodel[i].vertexindex = (int)externalVertexIndex;
externalVertexIndex += pmodel[i].numvertices * sizeof(mstudiovertex_t);
// set expected base offsets to external data
ALIGN4( externalTangentsIndex );
pmodel[i].tangentsindex = (int)externalTangentsIndex;
externalTangentsIndex += pmodel[i].numvertices * sizeof( Vector4D );
cur = (int)pData;
// save eyeballs
mstudioeyeball_t *peyeball;
peyeball = (mstudioeyeball_t *)pData;
pmodel[i].numeyeballs = g_model[i]->numeyeballs;
pmodel[i].eyeballindex = pData - pModelStart;
pData += g_model[i]->numeyeballs * sizeof( mstudioeyeball_t );
ALIGN4( pData );
for (j = 0; j < g_model[i]->numeyeballs; j++)
{
k = g_model[i]->eyeball[j].mesh;
pmesh[k].materialtype = 1; // FIXME: tag custom material
pmesh[k].materialparam = j; // FIXME: tag custom material
peyeball[j].bone = g_model[i]->eyeball[j].bone;
VectorCopy( g_model[i]->eyeball[j].org, peyeball[j].org );
peyeball[j].zoffset = g_model[i]->eyeball[j].zoffset;
peyeball[j].radius = g_model[i]->eyeball[j].radius;
VectorCopy( g_model[i]->eyeball[j].up, peyeball[j].up );
VectorCopy( g_model[i]->eyeball[j].forward, peyeball[j].forward );
peyeball[j].iris_scale = g_model[i]->eyeball[j].iris_scale;
for (k = 0; k < 3; k++)
{
peyeball[j].upperflexdesc[k] = g_model[i]->eyeball[j].upperflexdesc[k];
peyeball[j].lowerflexdesc[k] = g_model[i]->eyeball[j].lowerflexdesc[k];
peyeball[j].uppertarget[k] = g_model[i]->eyeball[j].uppertarget[k];
peyeball[j].lowertarget[k] = g_model[i]->eyeball[j].lowertarget[k];
}
peyeball[j].upperlidflexdesc = g_model[i]->eyeball[j].upperlidflexdesc;
peyeball[j].lowerlidflexdesc = g_model[i]->eyeball[j].lowerlidflexdesc;
}
if ( !g_quiet )
{
printf("eyeballs %7d bytes (%d eyeballs)\n", (int)(pData - cur), g_model[i]->numeyeballs );
}
// move flexes into individual meshes
cur = (int)pData;
for (m = 0; m < pmodel[i].nummeshes; m++)
{
int numflexkeys[MAXSTUDIOFLEXKEYS];
pmesh[m].numflexes = 0;
// initialize array
for (j = 0; j < g_numflexkeys; j++)
{
numflexkeys[j] = 0;
}
// count flex instances per mesh
for (j = 0; j < g_numflexkeys; j++)
{
if (g_flexkey[j].imodel == i)
{
for (k = 0; k < g_flexkey[j].numvanims; k++)
{
n = g_flexkey[j].vanim[k].vertex - pmesh[m].vertexoffset;
if (n >= 0 && n < pmesh[m].numvertices)
{
if (numflexkeys[j]++ == 0)
{
pmesh[m].numflexes++;
}
}
}
}
}
if (pmesh[m].numflexes)
{
pmesh[m].flexindex = ( pData - (byte *)&pmesh[m] );
mstudioflex_t *pflex = (mstudioflex_t *)pData;
pData += pmesh[m].numflexes * sizeof( mstudioflex_t );
ALIGN4( pData );
for (j = 0; j < g_numflexkeys; j++)
{
if (!numflexkeys[j])
continue;
pflex->flexdesc = g_flexkey[j].flexdesc;
pflex->target0 = g_flexkey[j].target0;
pflex->target1 = g_flexkey[j].target1;
pflex->target2 = g_flexkey[j].target2;
pflex->target3 = g_flexkey[j].target3;
pflex->numverts = numflexkeys[j];
pflex->vertindex = (pData - (byte *)pflex);
pflex->flexpair = g_flexkey[j].flexpair;
pflex->vertanimtype = g_flexkey[j].vanimtype;
// printf("%d %d %s : %f %f %f %f\n", j, g_flexkey[j].flexdesc, g_flexdesc[g_flexkey[j].flexdesc].FACS, g_flexkey[j].target0, g_flexkey[j].target1, g_flexkey[j].target2, g_flexkey[j].target3 );
// if (j < 9) printf("%d %d %s : %d (%d) %f\n", j, g_flexkey[j].flexdesc, g_flexdesc[g_flexkey[j].flexdesc].FACS, g_flexkey[j].numvanims, pflex->numverts, g_flexkey[j].target );
// printf("%d %d : %d %f\n", j, g_flexkey[j].flexnum, g_flexkey[j].numvanims, g_flexkey[j].target );
pvanim = g_flexkey[j].vanim;
bool bWrinkleVAnim = ( pflex->vertanimtype == STUDIO_VERT_ANIM_WRINKLE );
int nVAnimDeltaSize = bWrinkleVAnim ? sizeof(mstudiovertanim_wrinkle_t) : sizeof(mstudiovertanim_t);
pvertanim = (mstudiovertanim_t *)pData;
pData += pflex->numverts * nVAnimDeltaSize;
ALIGN4( pData );
for ( k = 0; k < g_flexkey[j].numvanims; k++ )
{
n = g_flexkey[j].vanim[k].vertex - pmesh[m].vertexoffset;
if ( n >= 0 && n < pmesh[m].numvertices )
{
pvertanim->index = n;
pvertanim->speed = 255.0F*pvanim->speed;
pvertanim->side = 255.0F*pvanim->side;
pvertanim->SetDeltaFloat( pvanim->pos );
pvertanim->SetNDeltaFloat( pvanim->normal );
if ( bWrinkleVAnim )
{
( (mstudiovertanim_wrinkle_t*)pvertanim )->SetWrinkleFixed( pvanim->wrinkle, flVertAnimFixedPointScale );
}
pvertanim = (mstudiovertanim_t*)( (byte*)pvertanim + nVAnimDeltaSize );
/*
if ((tmp - pvanim->pos).Length() > 0.1)
{
pvertanim->delta.x = pvanim->pos.x;
printf("%f %f %f : %f %f %f\n",
pvanim->pos[0], pvanim->pos[1], pvanim->pos[2],
tmp.x, tmp.y, tmp.z );
}
*/
// if (j < 9) printf("%d %.2f %.2f %.2f\n", n, pvanim->pos[0], pvanim->pos[1], pvanim->pos[2] );
}
// printf("%d %.2f %.2f %.2f\n", pvanim->vertex, pvanim->pos[0], pvanim->pos[1], pvanim->pos[2] );
pvanim++;
}
pflex++;
}
}
}
if( !g_quiet )
{
printf("flexes %7d bytes (%d flexes)\n", (int)(pData - cur), g_numflexkeys );
}
cur = (int)pData;
}
ALIGN4( pData );
mstudiomodelgroup_t *pincludemodel = (mstudiomodelgroup_t *)pData;
phdr->numincludemodels = g_numincludemodels;
phdr->includemodelindex = pData - pStart;
pData += g_numincludemodels * sizeof( mstudiomodelgroup_t );
for (i = 0; i < g_numincludemodels; i++)
{
AddToStringTable( pincludemodel, &pincludemodel->sznameindex, g_includemodel[i].name );
pincludemodel++;
}
// save animblock group info
mstudioanimblock_t *panimblock = (mstudioanimblock_t *)pData;
phdr->numanimblocks = g_numanimblocks;
phdr->animblockindex = pData - pStart;
pData += phdr->numanimblocks * sizeof( mstudioanimblock_t );
ALIGN4( pData );
for (i = 1; i < g_numanimblocks; i++)
{
panimblock[i].datastart = g_animblock[i].start - pBlockStart;
panimblock[i].dataend = g_animblock[i].end - pBlockStart;
// printf("block %d : %x %x (%d)\n", i, panimblock[i].datastart, panimblock[i].dataend, panimblock[i].dataend - panimblock[i].datastart );
}
AddToStringTable( phdr, &phdr->szanimblocknameindex, g_animblockname );
}
static void AssignMeshIDs( studiohdr_t *pStudioHdr )
{
int i;
int j;
int m;
int numMeshes;
mstudiobodyparts_t *pStudioBodyPart;
mstudiomodel_t *pStudioModel;
mstudiomesh_t *pStudioMesh;
numMeshes = 0;
for (i=0; i<pStudioHdr->numbodyparts; i++)
{
pStudioBodyPart = pStudioHdr->pBodypart(i);
for (j=0; j<pStudioBodyPart->nummodels; j++)
{
pStudioModel = pStudioBodyPart->pModel(j);
for (m=0; m<pStudioModel->nummeshes; m++)
{
// get each mesh
pStudioMesh = pStudioModel->pMesh(m);
pStudioMesh->meshid = numMeshes + m;
}
numMeshes += pStudioModel->nummeshes;
}
}
}
void LoadMaterials( studiohdr_t *phdr )
{
int i, j;
// get index of each material
if( phdr->textureindex != 0 )
{
for( i = 0; i < phdr->numtextures; i++ )
{
char szPath[256];
IMaterial *pMaterial = NULL;
// search through all specified directories until a valid material is found
for( j = 0; j < phdr->numcdtextures && IsErrorMaterial( pMaterial ); j++ )
{
strcpy( szPath, phdr->pCdtexture( j ) );
strcat( szPath, phdr->pTexture( i )->pszName( ) );
pMaterial = g_pMaterialSystem->FindMaterial( szPath, TEXTURE_GROUP_OTHER, false );
}
if( IsErrorMaterial( pMaterial ) && !g_quiet )
{
// hack - if it isn't found, go through the motions of looking for it again
// so that the materialsystem will give an error.
for( j = 0; j < phdr->numcdtextures; j++ )
{
strcpy( szPath, phdr->pCdtexture( j ) );
strcat( szPath, phdr->pTexture( i )->pszName( ) );
g_pMaterialSystem->FindMaterial( szPath, TEXTURE_GROUP_OTHER, true );
}
}
phdr->pTexture( i )->material = pMaterial;
// FIXME: hack, needs proper client side material system interface
bool found = false;
IMaterialVar *clientShaderVar = pMaterial->FindVar( "$clientShader", &found, false );
if( found )
{
if (stricmp( clientShaderVar->GetStringValue(), "MouthShader") == 0)
{
phdr->pTexture( i )->flags = 1;
}
phdr->pTexture( i )->used = 1;
}
}
}
}
void WriteKeyValues( studiohdr_t *phdr, CUtlVector< char > *pKeyValue )
{
phdr->keyvalueindex = (pData - pStart);
phdr->keyvaluesize = KeyValueTextSize( pKeyValue );
if (phdr->keyvaluesize)
{
memcpy( pData, KeyValueText( pKeyValue ), phdr->keyvaluesize );
// Add space for a null terminator
pData[phdr->keyvaluesize] = 0;
++phdr->keyvaluesize;
pData += phdr->keyvaluesize * sizeof( char );
}
ALIGN4( pData );
}
void WriteSeqKeyValues( mstudioseqdesc_t *pseqdesc, CUtlVector< char > *pKeyValue )
{
pseqdesc->keyvalueindex = (pData - (byte *)pseqdesc);
pseqdesc->keyvaluesize = KeyValueTextSize( pKeyValue );
if (pseqdesc->keyvaluesize)
{
memcpy( pData, KeyValueText( pKeyValue ), pseqdesc->keyvaluesize );
// Add space for a null terminator
pData[pseqdesc->keyvaluesize] = 0;
++pseqdesc->keyvaluesize;
pData += pseqdesc->keyvaluesize * sizeof( char );
}
ALIGN4( pData );
}
void EnsureFileDirectoryExists( const char *pFilename )
{
char dirName[MAX_PATH];
Q_strncpy( dirName, pFilename, sizeof( dirName ) );
Q_FixSlashes( dirName );
char *pLastSlash = strrchr( dirName, CORRECT_PATH_SEPARATOR );
if ( pLastSlash )
{
*pLastSlash = 0;
if ( _access( dirName, 0 ) != 0 )
{
char cmdLine[512];
Q_snprintf( cmdLine, sizeof( cmdLine ), "md \"%s\"", dirName );
system( cmdLine );
}
}
}
void WriteModelFiles(void)
{
FileHandle_t modelouthandle = 0;
FileHandle_t blockouthandle = 0;
CPlainAutoPtr< CP4File > spFileBlockOut, spFileModelOut;
int total = 0;
int i;
char filename[MAX_PATH];
studiohdr_t *phdr;
studiohdr_t *pblockhdr = 0;
pStart = (byte *)kalloc( 1, FILEBUFFER );
pBlockData = NULL;
pBlockStart = NULL;
Q_StripExtension( outname, outname, sizeof( outname ) );
if (g_animblocksize != 0)
{
// write the non-default g_sequence group data to separate files
sprintf( g_animblockname, "models/%s.ani", outname );
V_strcpy_safe( filename, gamedir );
V_strcat_safe( filename, g_animblockname );
EnsureFileDirectoryExists( filename );
if (!g_bVerifyOnly)
{
spFileBlockOut.Attach( g_p4factory->AccessFile( filename ) );
spFileBlockOut->Edit();
// Create the directory hierarchy for the ANI
char parentdir[MAX_PATH];
V_strcpy_safe( parentdir, filename );
V_StripFilename( parentdir );
g_pFullFileSystem->CreateDirHierarchy( parentdir );
blockouthandle = SafeOpenWrite( filename );
}
pBlockStart = (byte *)kalloc( 1, FILEBUFFER );
pBlockData = pBlockStart;
pblockhdr = (studiohdr_t *)pBlockData;
pblockhdr->id = IDSTUDIOANIMGROUPHEADER;
pblockhdr->version = STUDIO_VERSION;
pBlockData += sizeof( *pblockhdr );
}
//
// write the g_model output file
//
phdr = (studiohdr_t *)pStart;
phdr->id = IDSTUDIOHEADER;
phdr->version = STUDIO_VERSION;
V_strcat_safe (outname, ".mdl");
// strcpy( outname, ExpandPath( outname ) );
V_strcpy_safe( filename, gamedir );
// if( *g_pPlatformName )
// {
// strcat( filename, "platform_" );
// strcat( filename, g_pPlatformName );
// strcat( filename, "/" );
// }
V_strcat_safe( filename, "models/" );
V_strcat_safe( filename, outname );
// Create the directory.
EnsureFileDirectoryExists( filename );
if( !g_quiet )
{
printf ("---------------------\n");
printf ("writing %s:\n", filename);
}
LoadPreexistingSequenceOrder( filename );
if (!g_bVerifyOnly)
{
spFileModelOut.Attach( g_p4factory->AccessFile( filename ) );
spFileModelOut->Edit();
// Create the directory hierarchy for the MDL
char parentdir[MAX_PATH];
V_strcpy_safe( parentdir, filename );
V_StripFilename( parentdir );
g_pFullFileSystem->CreateDirHierarchy( parentdir );
modelouthandle = SafeOpenWrite (filename);
}
phdr->eyeposition = eyeposition;
phdr->illumposition = illumposition;
if ( !g_wrotebbox && g_sequence.Count() > 0)
{
VectorCopy( g_sequence[0].bmin, bbox[0] );
VectorCopy( g_sequence[0].bmax, bbox[1] );
CollisionModel_ExpandBBox( bbox[0], bbox[1] );
VectorCopy( bbox[0], g_sequence[0].bmin );
VectorCopy( bbox[1], g_sequence[0].bmax );
}
if ( !g_wrotecbox )
{
// no default clipping box, just use per-sequence box
VectorCopy( vec3_origin, cbox[0] );
VectorCopy( vec3_origin, cbox[1] );
}
phdr->hull_min = bbox[0];
phdr->hull_max = bbox[1];
phdr->view_bbmin = cbox[0];
phdr->view_bbmax = cbox[1];
phdr->flags = gflags;
phdr->mass = GetCollisionModelMass();
phdr->constdirectionallightdot = g_constdirectionalightdot;
if ( g_numAllowedRootLODs > 0 )
{
phdr->numAllowedRootLODs = g_numAllowedRootLODs;
}
pData = (byte *)phdr + sizeof( studiohdr_t );
// FIXME: Remove when we up the model version
phdr->studiohdr2index = ( pData - pStart );
studiohdr2_t* phdr2 = (studiohdr2_t*)pData;
memset( phdr2, 0, sizeof(studiohdr2_t) );
pData = (byte*)phdr2 + sizeof(studiohdr2_t);
phdr2->illumpositionattachmentindex = g_illumpositionattachment;
phdr2->flMaxEyeDeflection = g_flMaxEyeDeflection;
BeginStringTable( );
// Copy the full path for compatibility with older programs
//V_strcpy_safe( phdr->name, V_UnqualifiedFileName( outname ) );
V_strcpy_safe( phdr->name, outname );
AddToStringTable( phdr2, &phdr2->sznameindex, outname );
WriteBoneInfo( phdr );
if( !g_quiet )
{
printf("bones %7d bytes (%d)\n", pData - pStart - total, g_numbones );
}
total = pData - pStart;
pData = WriteAnimations( pData, pStart, phdr );
if( !g_quiet )
{
printf("animations %7d bytes (%d anims) (%d frames) [%d:%02d]\n", pData - pStart - total, g_numani, totalframes, (int)totalseconds / 60, (int)totalseconds % 60 );
}
total = pData - pStart;
WriteSequenceInfo( phdr );
if( !g_quiet )
{
printf("sequences %7d bytes (%d seq) \n", pData - pStart - total, g_sequence.Count() );
}
total = pData - pStart;
WriteModel( phdr );
/*
if( !g_quiet )
{
printf("models %7d bytes\n", pData - pStart - total );
}
*/
total = pData - pStart;
WriteTextures( phdr );
if( !g_quiet )
{
printf("textures %7d bytes\n", pData - pStart - total );
}
total = pData - pStart;
WriteKeyValues( phdr, &g_KeyValueText );
if( !g_quiet )
{
printf("keyvalues %7d bytes\n", pData - pStart - total );
}
total = pData - pStart;
WriteBoneTransforms( phdr2, phdr->pBone( 0 ) );
if( !g_quiet )
{
printf("bone transforms %7d bytes\n", pData - pStart - total );
}
total = pData - pStart;
if ( total > FILEBUFFER )
{
MdlError( "file exceeds %d bytes (%d)", FILEBUFFER, total );
}
WriteBoneFlexDrivers( phdr2 );
if ( !g_quiet )
{
printf("bone flex driver %7d bytes\n", pData - pStart - total );
}
total = pData - pStart;
if ( total > FILEBUFFER )
{
MdlError( "file exceeds %d bytes (%d)", FILEBUFFER, total );
}
pData = WriteStringTable( pData );
total = pData - pStart;
if ( total > FILEBUFFER )
{
MdlError( "file exceeds %d bytes (%d)", FILEBUFFER, total );
}
phdr->checksum = 0;
for (i = 0; i < total; i += 4)
{
// TODO: does this need something more than a simple shift left and add checksum?
phdr->checksum = (phdr->checksum << 1) + ((phdr->checksum & 0x8000000) ? 1 : 0) + *((long *)(pStart + i));
}
if (g_bVerifyOnly)
return;
CollisionModel_Write( phdr->checksum );
if( !g_quiet )
{
printf("collision %7d bytes\n", pData - pStart - total );
}
AssignMeshIDs( phdr );
phdr->length = pData - pStart;
if( !g_quiet )
{
printf("total %7d\n", phdr->length );
}
if ( phdr->length > FILEBUFFER )
{
MdlError( "file exceeds %d bytes (%d)", FILEBUFFER, total );
}
// Load materials for this model via the material system so that the
// optimizer can ask questions about the materials.
LoadMaterials( phdr );
SafeWrite( modelouthandle, pStart, phdr->length );
g_pFileSystem->Close(modelouthandle);
if ( spFileModelOut.IsValid() ) spFileModelOut->Add();
if (pBlockStart)
{
pblockhdr->length = pBlockData - pBlockStart;
if ( g_bX360 )
{
// Before writing this .ani, write the byteswapped version
void *pOutBase = kalloc(1, pblockhdr->length + BYTESWAP_ALIGNMENT_PADDING);
int finalSize = StudioByteSwap::ByteswapANI( phdr, pOutBase, pBlockStart, pblockhdr->length );
if ( finalSize == 0 )
{
MdlError("Aborted ANI byteswap on '%s':\n", g_animblockname);
}
char outname[ MAX_PATH ];
Q_StripExtension( g_animblockname, outname, sizeof( outname ) );
Q_strcat( outname, ".360.ani", sizeof( outname ) );
{
CP4AutoEditAddFile autop4( outname );
SaveFile( outname, pOutBase, finalSize );
}
}
SafeWrite( blockouthandle, pBlockStart, pblockhdr->length );
g_pFileSystem->Close( blockouthandle );
if ( spFileBlockOut.IsValid() ) spFileBlockOut->Add();
if ( !g_quiet )
{
printf ("---------------------\n");
printf("writing %s:\n", g_animblockname);
printf("blocks %7d\n", g_numanimblocks );
printf("total %7d\n", pblockhdr->length );
}
}
if (phdr->numbodyparts != 0)
{
// vertices have become an external peer data store
// write now prior to impending vertex access from any further code
// vertex accessors hide shifting vertex data
WriteVertices( phdr );
#ifdef _DEBUG
int bodyPartID;
for( bodyPartID = 0; bodyPartID < phdr->numbodyparts; bodyPartID++ )
{
mstudiobodyparts_t *pBodyPart = phdr->pBodypart( bodyPartID );
int modelID;
for( modelID = 0; modelID < pBodyPart->nummodels; modelID++ )
{
mstudiomodel_t *pModel = pBodyPart->pModel( modelID );
const mstudio_modelvertexdata_t *vertData = pModel->GetVertexData();
Assert( vertData ); // This can only return NULL on X360 for now
int vertID;
for( vertID = 0; vertID < pModel->numvertices; vertID++ )
{
Vector4D *pTangentS = vertData->TangentS( vertID );
Assert( pTangentS->w == -1.0f || pTangentS->w == 1.0f );
}
}
}
#endif
if ( !g_StudioMdlCheckUVCmd.CheckUVs( g_source, g_numsources ) )
{
MdlError( "UV checks failed\n" );
}
OptimizedModel::WriteOptimizedFiles( phdr, g_bodypart );
// now have external finalized vtx (windings) and vvd (vertexes)
// re-open files, sort vertexes, perform fixups, and rewrite
// purposely isolated as a post process for stability
if (!FixupToSortedLODVertexes( phdr ))
{
MdlError("Aborted vertex sort fixup on '%s':\n", filename);
}
if (!Clamp_RootLOD( phdr ))
{
MdlError("Aborted root lod shift '%s':\n", filename);
}
}
if ( g_bX360 )
{
// now all files have been finalized and fixed up.
// re-open the files once more and swap all little-endian
// data to big-endian format to produce Xbox360 files.
WriteAllSwappedFiles( filename );
}
// NOTE! If you don't want to go through the effort of loading studiorender for perf reasons,
// make sure spewFlags ends up being zero.
unsigned int spewFlags = SPEWPERFSTATS_SHOWSTUDIORENDERWARNINGS;
if ( g_bPerf )
{
spewFlags |= SPEWPERFSTATS_SHOWPERF;
}
if( spewFlags )
{
SpewPerfStats( phdr, filename, spewFlags );
}
}
const vertexFileHeader_t * mstudiomodel_t::CacheVertexData( void * pModelData )
{
static vertexFileHeader_t *pVertexHdr;
char filename[MAX_PATH];
Assert( pModelData == NULL );
if (pVertexHdr)
{
// studiomdl is a single model process, can simply persist data in static
goto hasData;
}
// load and persist the vertex file
V_strcpy_safe( filename, gamedir );
// if( *g_pPlatformName )
// {
// strcat( filename, "platform_" );
// strcat( filename, g_pPlatformName );
// strcat( filename, "/" );
// }
V_strcat_safe( filename, "models/" );
V_strcat_safe( filename, outname );
Q_StripExtension( filename, filename, sizeof( filename ) );
V_strcat_safe( filename, ".vvd" );
LoadFile(filename, (void**)&pVertexHdr);
// check id
if (pVertexHdr->id != MODEL_VERTEX_FILE_ID)
{
MdlError("Error Vertex File: '%s' (id %d should be %d)\n", filename, pVertexHdr->id, MODEL_VERTEX_FILE_ID);
}
// check version
if (pVertexHdr->version != MODEL_VERTEX_FILE_VERSION)
{
MdlError("Error Vertex File: '%s' (version %d should be %d)\n", filename, pVertexHdr->version, MODEL_VERTEX_FILE_VERSION);
}
hasData:
return pVertexHdr;
}
typedef struct
{
int meshVertID;
int finalMeshVertID;
int vertexOffset;
int lodFlags;
} usedVertex_t;
typedef struct
{
int offsets[MAX_NUM_LODS];
int numVertexes[MAX_NUM_LODS];
} lodMeshInfo_t;
typedef struct
{
usedVertex_t *pVertexList;
unsigned short *pVertexMap;
int numVertexes;
lodMeshInfo_t lodMeshInfo;
} vertexPool_t;
#define ALIGN(b,s) (((unsigned int)(b)+(s)-1)&~((s)-1))
//-----------------------------------------------------------------------------
// FindVertexOffsets
//
// Iterate sorted vertex list to determine mesh starts and counts.
//-----------------------------------------------------------------------------
void FindVertexOffsets(int vertexOffset, int offsets[MAX_NUM_LODS], int counts[MAX_NUM_LODS], int numLods, const usedVertex_t *pVertexList, int numVertexes)
{
int lodFlags;
int i;
int j;
int k;
// vertexOffset uniquely identifies a single mesh's vertexes in lod vertex sorted list
// lod vertex list is sorted from lod N..lod 0
for (i=numLods-1; i>=0; i--)
{
offsets[i] = 0;
counts[i] = 0;
lodFlags = (1<<(i+1))-1;
for (j=0; j<numVertexes; j++)
{
// determine start of mesh at desired lod
if (pVertexList[j].lodFlags > lodFlags)
continue;
if (pVertexList[j].vertexOffset != vertexOffset)
continue;
for (k=j; k<numVertexes; k++)
{
// determine end of mesh at desired lod
if (pVertexList[k].vertexOffset != vertexOffset)
break;
if (!(pVertexList[k].lodFlags & (1<<i)))
break;
}
offsets[i] = j;
counts[i] = k-j;
break;
}
}
}
//-----------------------------------------------------------------------------
// _CompareUsedVertexes
//
// qsort callback
//-----------------------------------------------------------------------------
static int _CompareUsedVertexes(const void *a, const void *b)
{
usedVertex_t *pVertexA;
usedVertex_t *pVertexB;
int sort;
int lodA;
int lodB;
pVertexA = (usedVertex_t*)a;
pVertexB = (usedVertex_t*)b;
// determine highest (lowest detail) lod
// forces grouping into discrete MAX_NUM_LODS sections
lodA = Q_log2(pVertexA->lodFlags);
lodB = Q_log2(pVertexB->lodFlags);
// descending sort (LodN..Lod0)
sort = lodB-lodA;
if (sort)
return sort;
// within same lod, sub sort (ascending) by mesh
sort = pVertexA->vertexOffset - pVertexB->vertexOffset;
if (sort)
return sort;
// within same mesh, sub sort (ascending) by vertex
sort = pVertexA->meshVertID - pVertexB->meshVertID;
return sort;
}
//-----------------------------------------------------------------------------
// BuildSortedVertexList
//
// Generates the sorted vertex list. Routine is purposely serial to
// ensure vertex integrity.
//-----------------------------------------------------------------------------
bool BuildSortedVertexList(const studiohdr_t *pStudioHdr, const void *pVtxBuff, vertexPool_t **ppVertexPools, int *pNumVertexPools, usedVertex_t **ppVertexList, int *pNumVertexes)
{
OptimizedModel::FileHeader_t *pVtxHdr;
OptimizedModel::BodyPartHeader_t *pBodyPartHdr;
OptimizedModel::ModelHeader_t *pModelHdr;
OptimizedModel::ModelLODHeader_t *pModelLODHdr;
OptimizedModel::MeshHeader_t *pMeshHdr;
OptimizedModel::StripGroupHeader_t *pStripGroupHdr;
OptimizedModel::Vertex_t *pStripVertex;
mstudiobodyparts_t *pStudioBodyPart;
mstudiomodel_t *pStudioModel;
mstudiomesh_t *pStudioMesh;
usedVertex_t *usedVertexes;
vertexPool_t *pVertexPools;
vertexPool_t *pPool;
usedVertex_t *pVertexList;
int *pVertexes;
unsigned short *pVertexMap;
int index;
int currLod;
int vertexOffset;
int i,j,k,m,n,p;
int poolStart;
int numVertexPools;
int numVertexes;
int numMeshVertexes;
int offsets[MAX_NUM_LODS];
int counts[MAX_NUM_LODS];
int finalMeshVertID;
int baseMeshVertID;
*ppVertexPools = NULL;
*pNumVertexPools = 0;
*ppVertexList = NULL;
*pNumVertexes = 0;
pVtxHdr = (OptimizedModel::FileHeader_t*)pVtxBuff;
// determine number of vertex pools
if (pStudioHdr->numbodyparts != pVtxHdr->numBodyParts)
return false;
numVertexPools = 0;
for (i=0; i<pVtxHdr->numBodyParts; i++)
{
pBodyPartHdr = pVtxHdr->pBodyPart(i);
pStudioBodyPart = pStudioHdr->pBodypart(i);
if (pStudioBodyPart->nummodels != pBodyPartHdr->numModels)
return false;
// the model's subordinate lods only reference from a single top level pool
// no new verts are created for sub lods
// each model's subordinate mesh dictates its own vertex pool
for (j=0; j<pBodyPartHdr->numModels; j++)
{
pStudioModel = pStudioBodyPart->pModel(j);
numVertexPools += pStudioModel->nummeshes;
}
}
// allocate pools
pVertexPools = (vertexPool_t*)malloc(numVertexPools*sizeof(vertexPool_t));
memset(pVertexPools, 0, numVertexPools*sizeof(vertexPool_t));
// iterate lods, mark referenced indexes
numVertexPools = 0;
for (i=0; i<pVtxHdr->numBodyParts; i++)
{
pBodyPartHdr = pVtxHdr->pBodyPart(i);
pStudioBodyPart = pStudioHdr->pBodypart(i);
for (j=0; j<pBodyPartHdr->numModels; j++)
{
pModelHdr = pBodyPartHdr->pModel(j);
pStudioModel = pStudioBodyPart->pModel(j);
// allocate each mesh's vertex list
poolStart = numVertexPools;
for (k=0; k<pStudioModel->nummeshes; k++)
{
// track the expected relative offset into a flattened vertex list
vertexOffset = 0;
for (m=0; m<poolStart+k; m++)
vertexOffset += pVertexPools[m].numVertexes;
pStudioMesh = pStudioModel->pMesh(k);
numMeshVertexes = pStudioMesh->numvertices;
if (numMeshVertexes)
{
usedVertexes = (usedVertex_t*)malloc(numMeshVertexes*sizeof(usedVertex_t));
pVertexMap = (unsigned short*)malloc(numMeshVertexes*sizeof(unsigned short));
for (n=0; n<numMeshVertexes; n++)
{
// setup mapping
// due to the hierarchial layout, the vertID's map per mesh's pool
// a linear layout of the vertexes requires a unique signature to achieve a remap
// the offset and index form a unique signature
usedVertexes[n].meshVertID = n;
usedVertexes[n].finalMeshVertID = -1;
usedVertexes[n].vertexOffset = vertexOffset;
usedVertexes[n].lodFlags = 0;
pVertexMap[n] = n;
}
pVertexPools[numVertexPools].pVertexList = usedVertexes;
pVertexPools[numVertexPools].pVertexMap = pVertexMap;
}
pVertexPools[numVertexPools].numVertexes = numMeshVertexes;
numVertexPools++;
}
// iterate all lods
for (currLod=0; currLod<pVtxHdr->numLODs; currLod++)
{
pModelLODHdr = pModelHdr->pLOD(currLod);
if (pModelLODHdr->numMeshes != pStudioModel->nummeshes)
return false;
for (k=0; k<pModelLODHdr->numMeshes; k++)
{
pMeshHdr = pModelLODHdr->pMesh(k);
pStudioMesh = pStudioModel->pMesh(k);
for (m=0; m<pMeshHdr->numStripGroups; m++)
{
pStripGroupHdr = pMeshHdr->pStripGroup(m);
// sanity check the indexes have 100% coverage of the vertexes
pVertexes = (int*)malloc(pStripGroupHdr->numVerts*sizeof(int));
memset(pVertexes, 0xFF, pStripGroupHdr->numVerts*sizeof(int));
for (n=0; n<pStripGroupHdr->numIndices; n++)
{
index = *pStripGroupHdr->pIndex(n);
if (index < 0 || index >= pStripGroupHdr->numVerts)
return false;
pVertexes[index] = index;
}
// sanity check for coverage
for (n=0; n<pStripGroupHdr->numVerts; n++)
{
if (pVertexes[n] != n)
return false;
}
free(pVertexes);
// iterate vertexes
pPool = &pVertexPools[poolStart + k];
for (n=0; n<pStripGroupHdr->numVerts; n++)
{
pStripVertex = pStripGroupHdr->pVertex(n);
if (pStripVertex->origMeshVertID < 0 || pStripVertex->origMeshVertID >= pPool->numVertexes)
return false;
// arrange binary flags for numerical sorting
// the lowest detail lod's verts at the top, the root lod's verts at the bottom
pPool->pVertexList[pStripVertex->origMeshVertID].lodFlags |= 1<<currLod;
}
}
}
}
}
}
// flatten the vertex pool hierarchy into a linear sequence
numVertexes = 0;
for (i=0; i<numVertexPools; i++)
numVertexes += pVertexPools[i].numVertexes;
pVertexList = (usedVertex_t*)malloc(numVertexes*sizeof(usedVertex_t));
numVertexes = 0;
for (i=0; i<numVertexPools; i++)
{
pPool = &pVertexPools[i];
for (j=0; j<pPool->numVertexes; j++)
{
if (!pPool->pVertexList[j].lodFlags)
{
// found an orphaned vertex that is unreferenced at any lod strip winding
// don't know how these occur or who references them
// cannot cull the orphaned vertexes, otherwise vertex counts are wrong
// every vertex must be remapped
// force the vertex to belong to the lowest lod
// lod flags must be nonzero for proper sorted runs
pPool->pVertexList[j].lodFlags = 1<<(pVtxHdr->numLODs-1);
}
}
memcpy(&pVertexList[numVertexes], pPool->pVertexList, pPool->numVertexes*sizeof(usedVertex_t));
numVertexes += pPool->numVertexes;
}
// sort the vertexes based on lod flags
// the sort dictates the linear sequencing of the .vvd data file
// the vtx file indexes get remapped to the new sort order
qsort(pVertexList, numVertexes, sizeof(usedVertex_t), _CompareUsedVertexes);
// build a mapping table from mesh relative indexes to the flat lod sorted array
vertexOffset = 0;
for (i=0; i<numVertexPools; i++)
{
pPool = &pVertexPools[i];
for (j=0; j<pPool->numVertexes; j++)
{
// scan flattened sorted vertexes
for (k=0; k<numVertexes; k++)
{
if (pVertexList[k].vertexOffset == vertexOffset && pVertexList[k].meshVertID == j)
break;
}
pPool->pVertexMap[j] = k;
}
vertexOffset += pPool->numVertexes;
}
// build offsets and counts that identifies mesh's distribution across lods
// calc final fixed vertex location if vertexes were gathered to mesh order from lod sorted list
finalMeshVertID = 0;
poolStart = 0;
for (i=0; i<pStudioHdr->numbodyparts; i++)
{
pStudioBodyPart = pStudioHdr->pBodypart(i);
for (j=0; j<pStudioBodyPart->nummodels; j++)
{
pStudioModel = pStudioBodyPart->pModel(j);
for (m=0; m<pStudioModel->nummeshes; m++)
{
// track the expected offset into linear vertexes
vertexOffset = 0;
for (n=0; n<poolStart+m; n++)
vertexOffset += pVertexPools[n].numVertexes;
// vertexOffset works as unique key to identify vertexes for a specific mesh
// a mesh's verts are distributed, but guaranteed sequential in the lod sorted vertex list
// determine base index and offset and run length for target mesh for all lod levels
FindVertexOffsets(vertexOffset, offsets, counts, pVtxHdr->numLODs, pVertexList, numVertexes);
for (n=0; n<pVtxHdr->numLODs; n++)
{
if (!counts[n])
offsets[n] = 0;
pVertexPools[poolStart+m].lodMeshInfo.offsets[n] = offsets[n];
pVertexPools[poolStart+m].lodMeshInfo.numVertexes[n] = counts[n];
}
// iterate using calced offsets to walk each mesh
// set its expected final vertex id, which is its "gathered" index relative to mesh
baseMeshVertID = finalMeshVertID;
for (n=pVtxHdr->numLODs-1; n>=0; n--)
{
// iterate each vert in the mesh
// vertex id is relative to
for (p=0; p<counts[n]; p++)
{
pVertexList[offsets[n] + p].finalMeshVertID = finalMeshVertID - baseMeshVertID;
finalMeshVertID++;
}
}
}
poolStart += pStudioModel->nummeshes;
}
}
// safety check
// every referenced vertex should have been remapped correctly
// some models do have orphaned vertexes, ignore these
for (i=0; i<numVertexes; i++)
{
if (pVertexList[i].lodFlags && pVertexList[i].finalMeshVertID == -1)
{
// should never happen, data occured in unknown manner
// don't build corrupted data
return false;
}
}
// provide generated tables
*ppVertexPools = pVertexPools;
*pNumVertexPools = numVertexPools;
*ppVertexList = pVertexList;
*pNumVertexes = numVertexes;
// success
return true;
}
//-----------------------------------------------------------------------------
// FixupVVDFile
//
// VVD files get vertexes remapped to a flat lod sorted order.
//-----------------------------------------------------------------------------
bool FixupVVDFile(const char *fileName, const studiohdr_t *pStudioHdr, const void *pVtxBuff, const vertexPool_t *pVertexPools, int numVertexPools, const usedVertex_t *pVertexList, int numVertexes)
{
OptimizedModel::FileHeader_t *pVtxHdr;
vertexFileHeader_t *pFileHdr_old;
vertexFileHeader_t *pFileHdr_new;
mstudiobodyparts_t *pStudioBodyPart;
mstudiomodel_t *pStudioModel;
mstudiomesh_t *pStudioMesh;
mstudiovertex_t *pVertex_old;
mstudiovertex_t *pVertex_new;
Vector4D *pTangent_new;
Vector4D *pTangent_old;
mstudiovertex_t **pFlatVertexes;
Vector4D **pFlatTangents;
vertexFileFixup_t *pFixupTable;
const lodMeshInfo_t *pLodMeshInfo;
byte *pStart_new;
byte *pData_new;
byte *pStart_base;
byte *pVertexBase_old;
byte *pTangentBase_old;
void *pVvdBuff;
int i;
int j;
int k;
int n;
int p;
int numFixups;
int numFlat;
int oldIndex;
int mask;
int maxCount;
int numMeshes;
int numOutFixups;
pVtxHdr = (OptimizedModel::FileHeader_t*)pVtxBuff;
LoadFile((char*)fileName, &pVvdBuff);
pFileHdr_old = (vertexFileHeader_t*)pVvdBuff;
if (pFileHdr_old->numLODs != 1)
{
// file has wrong expected state
return false;
}
// meshes need relocation fixup from lod order back to mesh order
numFixups = 0;
numMeshes = 0;
for (i=0; i<pStudioHdr->numbodyparts; i++)
{
pStudioBodyPart = pStudioHdr->pBodypart(i);
for (j=0; j<pStudioBodyPart->nummodels; j++)
{
pStudioModel = pStudioBodyPart->pModel(j);
for (k=0; k<pStudioModel->nummeshes; k++)
{
pStudioMesh = pStudioModel->pMesh(k);
if (!pStudioMesh->numvertices)
{
// no vertexes for this mesh, skip it
continue;
}
for (n=pVtxHdr->numLODs-1; n>=0; n--)
{
pLodMeshInfo = &pVertexPools[numMeshes+k].lodMeshInfo;
if (!pLodMeshInfo->numVertexes[n])
{
// no vertexes for this portion of the mesh at this lod, skip it
continue;
}
numFixups++;
}
}
numMeshes += k;
}
}
if (numMeshes == 1 || numFixups == 1 || pVtxHdr->numLODs == 1)
{
// no fixup required for a single mesh
// no fixup required for single lod
// no fixup required when mesh data is contiguous as expected
numFixups = 0;
}
pStart_base = (byte*)malloc(FILEBUFFER);
memset(pStart_base, 0, FILEBUFFER);
pStart_new = (byte*)ALIGN(pStart_base,16);
pData_new = pStart_new;
// setup headers
pFileHdr_new = (vertexFileHeader_t*)pData_new;
pData_new += sizeof(vertexFileHeader_t);
// clone and fixup new header
*pFileHdr_new = *pFileHdr_old;
pFileHdr_new->numLODs = pVtxHdr->numLODs;
pFileHdr_new->numFixups = numFixups;
// skip new fixup table
pData_new = (byte*)ALIGN(pData_new, 4);
pFixupTable = (vertexFileFixup_t*)pData_new;
pFileHdr_new->fixupTableStart = pData_new - pStart_new;
pData_new += numFixups*sizeof(vertexFileFixup_t);
// skip new vertex data
pData_new = (byte*)ALIGN(pData_new, 16);
pVertex_new = (mstudiovertex_t*)pData_new;
pFileHdr_new->vertexDataStart = pData_new - pStart_new;
pData_new += numVertexes*sizeof(mstudiovertex_t);
// skip new tangent data
pData_new = (byte*)ALIGN(pData_new, 16);
pTangent_new = (Vector4D*)pData_new;
pFileHdr_new->tangentDataStart = pData_new - pStart_new;
pData_new += numVertexes*sizeof(Vector4D);
pVertexBase_old = (byte*)pFileHdr_old + pFileHdr_old->vertexDataStart;
pTangentBase_old = (byte*)pFileHdr_old + pFileHdr_old->tangentDataStart;
// determine number of aggregate verts towards root lod
// loader can truncate read according to desired root lod
maxCount = -1;
for (n=pVtxHdr->numLODs-1; n>=0; n--)
{
mask = 1<<n;
for (p=0; p<numVertexes; p++)
{
if (mask & pVertexList[p].lodFlags)
{
if (maxCount < p)
maxCount = p;
}
}
pFileHdr_new->numLODVertexes[n] = maxCount+1;
}
for (n=pVtxHdr->numLODs; n<MAX_NUM_LODS; n++)
{
// ripple the last valid lod entry all the way down
pFileHdr_new->numLODVertexes[n] = pFileHdr_new->numLODVertexes[pVtxHdr->numLODs-1];
}
// build mesh relocation fixup table
if (numFixups)
{
numMeshes = 0;
numOutFixups = 0;
for (i=0; i<pStudioHdr->numbodyparts; i++)
{
pStudioBodyPart = pStudioHdr->pBodypart(i);
for (j=0; j<pStudioBodyPart->nummodels; j++)
{
pStudioModel = pStudioBodyPart->pModel(j);
for (k=0; k<pStudioModel->nummeshes; k++)
{
pStudioMesh = pStudioModel->pMesh(k);
if (!pStudioMesh->numvertices)
{
// not vertexes for this mesh, skip it
continue;
}
for (n=pVtxHdr->numLODs-1; n>=0; n--)
{
pLodMeshInfo = &pVertexPools[numMeshes+k].lodMeshInfo;
if (!pLodMeshInfo->numVertexes[n])
{
// no vertexes for this portion of the mesh at this lod, skip it
continue;
}
pFixupTable[numOutFixups].lod = n;
pFixupTable[numOutFixups].numVertexes = pLodMeshInfo->numVertexes[n];
pFixupTable[numOutFixups].sourceVertexID = pLodMeshInfo->offsets[n];
numOutFixups++;
}
}
numMeshes += pStudioModel->nummeshes;
}
}
if (numOutFixups != numFixups)
{
// logic sync error, final calc should match precalc, otherwise memory corruption
return false;
}
}
// generate offsets to vertexes
numFlat = 0;
pFlatVertexes = (mstudiovertex_t**)malloc(numVertexes*sizeof(mstudiovertex_t*));
pFlatTangents = (Vector4D**)malloc(numVertexes*sizeof(Vector4D*));
for (i=0; i<pStudioHdr->numbodyparts; i++)
{
pStudioBodyPart = pStudioHdr->pBodypart(i);
for (j=0; j<pStudioBodyPart->nummodels; j++)
{
pStudioModel = pStudioBodyPart->pModel(j);
pVertex_old = (mstudiovertex_t*)&pVertexBase_old[pStudioModel->vertexindex];
pTangent_old = (Vector4D*)&pTangentBase_old[pStudioModel->tangentsindex];
for (k=0; k<pStudioModel->nummeshes; k++)
{
// get each mesh's vertexes
pStudioMesh = pStudioModel->pMesh(k);
for (n=0; n<pStudioMesh->numvertices; n++)
{
// old vertex pools are per model, seperated per mesh by a start offset
// vertexes are then isolated subpools per mesh
// build the flat linear array of lookup pointers
pFlatVertexes[numFlat] = &pVertex_old[pStudioMesh->vertexoffset + n];
pFlatTangents[numFlat] = &pTangent_old[pStudioMesh->vertexoffset + n];
numFlat++;
}
}
}
}
// write in lod sorted order
for (i=0; i<numVertexes; i++)
{
// iterate sorted order, remap old vert location to new vert location
oldIndex = pVertexList[i].vertexOffset + pVertexList[i].meshVertID;
memcpy(&pVertex_new[i], pFlatVertexes[oldIndex], sizeof(mstudiovertex_t));
memcpy(&pTangent_new[i], pFlatTangents[oldIndex], sizeof(Vector4D));
}
// pFileHdr_new->length = pData_new-pStart_new;
{
CP4AutoEditAddFile autop4( fileName, "binary" );
SaveFile((char*)fileName, pStart_new, pData_new-pStart_new);
}
free(pStart_base);
free(pFlatVertexes);
free(pFlatTangents);
// success
return true;
}
//-----------------------------------------------------------------------------
// FixupVTXFile
//
// VTX files get their windings remapped.
//-----------------------------------------------------------------------------
bool FixupVTXFile(const char *fileName, const studiohdr_t *pStudioHdr, const vertexPool_t *pVertexPools, int numVertexPools, const usedVertex_t *pVertexList, int numVertexes)
{
OptimizedModel::FileHeader_t *pVtxHdr;
OptimizedModel::BodyPartHeader_t *pBodyPartHdr;
OptimizedModel::ModelHeader_t *pModelHdr;
OptimizedModel::ModelLODHeader_t *pModelLODHdr;
OptimizedModel::MeshHeader_t *pMeshHdr;
OptimizedModel::StripGroupHeader_t *pStripGroupHdr;
OptimizedModel::Vertex_t *pStripVertex;
int currLod;
int vertexOffset;
mstudiobodyparts_t *pStudioBodyPart;
mstudiomodel_t *pStudioModel;
int i,j,k,m,n;
int poolStart;
int VtxLen;
int newMeshVertID;
void *pVtxBuff;
VtxLen = LoadFile((char*)fileName, &pVtxBuff);
pVtxHdr = (OptimizedModel::FileHeader_t*)pVtxBuff;
// iterate all lod's windings
poolStart = 0;
for (i=0; i<pVtxHdr->numBodyParts; i++)
{
pBodyPartHdr = pVtxHdr->pBodyPart(i);
pStudioBodyPart = pStudioHdr->pBodypart(i);
for (j=0; j<pBodyPartHdr->numModels; j++)
{
pModelHdr = pBodyPartHdr->pModel(j);
pStudioModel = pStudioBodyPart->pModel(j);
// iterate all lods
for (currLod=0; currLod<pVtxHdr->numLODs; currLod++)
{
pModelLODHdr = pModelHdr->pLOD(currLod);
if (pModelLODHdr->numMeshes != pStudioModel->nummeshes)
return false;
for (k=0; k<pModelLODHdr->numMeshes; k++)
{
// track the expected relative offset into the flat vertexes
vertexOffset = 0;
for (m=0; m<poolStart+k; m++)
vertexOffset += pVertexPools[m].numVertexes;
pMeshHdr = pModelLODHdr->pMesh(k);
for (m=0; m<pMeshHdr->numStripGroups; m++)
{
pStripGroupHdr = pMeshHdr->pStripGroup(m);
for (n=0; n<pStripGroupHdr->numVerts; n++)
{
pStripVertex = pStripGroupHdr->pVertex(n);
// remap old mesh relative vertex index to absolute flat sorted list
newMeshVertID = pVertexPools[poolStart+k].pVertexMap[pStripVertex->origMeshVertID];
// map to expected final fixed vertex locations
// final fixed vertex location is performed by runtime loading code
newMeshVertID = pVertexList[newMeshVertID].finalMeshVertID;
// fixup to expected
pStripVertex->origMeshVertID = newMeshVertID;
}
}
}
}
poolStart += pStudioModel->nummeshes;
}
}
// pVtxHdr->length = VtxLen;
{
CP4AutoEditAddFile autop4( fileName, "binary" );
SaveFile((char*)fileName, pVtxBuff, VtxLen);
}
free(pVtxBuff);
return true;
}
//-----------------------------------------------------------------------------
// FixupMDLFile
//
// MDL files get flexes/vertex/tangent data offsets fixed
//-----------------------------------------------------------------------------
bool FixupMDLFile(const char *fileName, studiohdr_t *pStudioHdr, const void *pVtxBuff, const vertexPool_t *pVertexPools, int numVertexPools, const usedVertex_t *pVertexList, int numVertexes)
{
OptimizedModel::FileHeader_t *pVtxHdr;
const lodMeshInfo_t *pLodMeshInfo;
mstudiobodyparts_t *pStudioBodyPart;
mstudiomodel_t *pStudioModel;
mstudiomesh_t *pStudioMesh;
mstudioflex_t *pStudioFlex;
mstudiovertanim_t *pStudioVertAnim;
int newMeshVertID;
int i;
int j;
int m;
int n;
int p;
int numLODs;
int numMeshes;
int total;
pVtxHdr = (OptimizedModel::FileHeader_t*)pVtxBuff;
numLODs = pVtxHdr->numLODs;
numMeshes = 0;
for (i=0; i<pStudioHdr->numbodyparts; i++)
{
pStudioBodyPart = pStudioHdr->pBodypart(i);
for (j=0; j<pStudioBodyPart->nummodels; j++)
{
pStudioModel = pStudioBodyPart->pModel(j);
for (m=0; m<pStudioModel->nummeshes; m++)
{
// get each mesh
pStudioMesh = pStudioModel->pMesh(m);
pLodMeshInfo = &pVertexPools[numMeshes+m].lodMeshInfo;
for (n=0; n<numLODs; n++)
{
// the root lod, contains all the lower detail lods verts
// tally the verts that are at each lod
total = 0;
for (p=n; p<numLODs; p++)
total += pLodMeshInfo->numVertexes[p];
// embed the fixup for loader
pStudioMesh->vertexdata.numLODVertexes[n] = total;
}
for (p=n; p<MAX_NUM_LODS; p++)
{
// duplicate last valid lod to end of list
pStudioMesh->vertexdata.numLODVertexes[p] = pStudioMesh->vertexdata.numLODVertexes[numLODs-1];
}
// fix the flexes
for (n=0; n<pStudioMesh->numflexes; n++)
{
pStudioFlex = pStudioMesh->pFlex(n);
byte *pvanim = pStudioFlex->pBaseVertanim();
int nVAnimSizeBytes = pStudioFlex->VertAnimSizeBytes();
for (p=0; p<pStudioFlex->numverts; p++, pvanim += nVAnimSizeBytes )
{
pStudioVertAnim = (mstudiovertanim_t*)( pvanim );
if (pStudioVertAnim->index < 0 || pStudioVertAnim->index >= pStudioMesh->numvertices)
return false;
// remap old mesh relative vertex index to absolute flat sorted list
newMeshVertID = pVertexPools[numMeshes+m].pVertexMap[pStudioVertAnim->index];
// map to expected final fixed vertex locations
// final fixed vertex location is performed by runtime loading code
newMeshVertID = pVertexList[newMeshVertID].finalMeshVertID;
// fixup to expected
pStudioVertAnim->index = newMeshVertID;
}
}
}
numMeshes += pStudioModel->nummeshes;
}
}
{
CP4AutoEditAddFile autop4( fileName, "binary" );
SaveFile((char*)fileName, (void*)pStudioHdr, pStudioHdr->length);
}
// success
return true;
}
//-----------------------------------------------------------------------------
// FixupToSortedLODVertexes
//
// VVD files get vertexes fixed to a flat sorted order, ascending in lower detail lod usage
// VTX files get their windings remapped to the sort.
//-----------------------------------------------------------------------------
bool FixupToSortedLODVertexes(studiohdr_t *pStudioHdr)
{
char filename[MAX_PATH];
char tmpFileName[MAX_PATH];
void *pVtxBuff;
usedVertex_t *pVertexList;
vertexPool_t *pVertexPools;
int numVertexes;
int numVertexPools;
int VtxLen;
int i;
const char *vtxPrefixes[] = {".dx80.vtx", ".dx90.vtx", ".sw.vtx"};
V_strcpy_safe( filename, gamedir );
// if( *g_pPlatformName )
// {
// strcat( filename, "platform_" );
// strcat( filename, g_pPlatformName );
// strcat( filename, "/" );
// }
V_strcat_safe( filename, "models/" );
V_strcat_safe( filename, outname );
Q_StripExtension( filename, filename, sizeof( filename ) );
// determine lod usage per vertex
// all vtx files enumerate model's lod verts, but differ in their mesh makeup
// use xxx.dx80.vtx to establish which vertexes are used by each lod
V_strcpy_safe( tmpFileName, filename );
V_strcat_safe( tmpFileName, ".dx80.vtx" );
VtxLen = LoadFile( tmpFileName, &pVtxBuff );
// build the sorted vertex tables
if (!BuildSortedVertexList(pStudioHdr, pVtxBuff, &pVertexPools, &numVertexPools, &pVertexList, &numVertexes))
{
// data sync error
return false;
}
// fixup ???.vvd
V_strcpy_safe( tmpFileName, filename );
V_strcat_safe( tmpFileName, ".vvd" );
if (!FixupVVDFile(tmpFileName, pStudioHdr, pVtxBuff, pVertexPools, numVertexPools, pVertexList, numVertexes))
{
// data error
return false;
}
for (i=0; i<ARRAYSIZE(vtxPrefixes); i++)
{
// fixup ???.vtx
V_strcpy_safe( tmpFileName, filename );
V_strcat_safe( tmpFileName, vtxPrefixes[i] );
if (!FixupVTXFile(tmpFileName, pStudioHdr, pVertexPools, numVertexPools, pVertexList, numVertexes))
{
// data error
return false;
}
}
// fixup ???.mdl
V_strcpy_safe( tmpFileName, filename );
V_strcat_safe( tmpFileName, ".mdl" );
if (!FixupMDLFile(tmpFileName, pStudioHdr, pVtxBuff, pVertexPools, numVertexPools, pVertexList, numVertexes))
{
// data error
return false;
}
// free the tables
for (i=0; i<numVertexPools; i++)
{
if (pVertexPools[i].pVertexList)
free(pVertexPools[i].pVertexList);
if (pVertexPools[i].pVertexMap)
free(pVertexPools[i].pVertexMap);
}
if (numVertexPools)
free(pVertexPools);
free(pVtxBuff);
// success
return true;
}
byte IsByte( int val )
{
if (val < 0 || val > 0xFF)
{
MdlError("byte conversion out of range %d\n", val );
}
return val;
}
char IsChar( int val )
{
if (val < -0x80 || val > 0x7F)
{
MdlError("char conversion out of range %d\n", val );
}
return val;
}
int IsInt24( int val )
{
if (val < -0x800000 || val > 0x7FFFFF)
{
MdlError("int24 conversion out of range %d\n", val );
}
return val;
}
short IsShort( int val )
{
if (val < -0x8000 || val > 0x7FFF)
{
MdlError("short conversion out of range %d\n", val );
}
return val;
}
unsigned short IsUShort( int val )
{
if (val < 0 || val > 0xFFFF)
{
MdlError("ushort conversion out of range %d\n", val );
}
return val;
}
bool Clamp_MDL_LODS( const char *fileName, int rootLOD )
{
studiohdr_t *pStudioHdr;
int len;
len = LoadFile((char*)fileName, (void **)&pStudioHdr);
Studio_SetRootLOD( pStudioHdr, rootLOD );
#if 0
// shift down bone LOD masks
int iBone;
for ( iBone = 0; iBone < pStudioHdr->numbones; iBone++)
{
mstudiobone_t *pBone = pStudioHdr->pBone( iBone );
int nLodID;
for ( nLodID = 0; nLodID < rootLOD; nLodID++)
{
int iLodMask = BONE_USED_BY_VERTEX_LOD0 << nLodID;
if (pBone->flags & (BONE_USED_BY_VERTEX_LOD0 << rootLOD))
{
pBone->flags = pBone->flags | iLodMask;
}
else
{
pBone->flags = pBone->flags & (~iLodMask);
}
}
}
#endif
{
CP4AutoEditAddFile autop4( fileName, "binary" );
SaveFile( (char *)fileName, pStudioHdr, len );
}
return true;
}
bool Clamp_VVD_LODS( const char *fileName, int rootLOD )
{
vertexFileHeader_t *pTempVvdHdr;
int len;
len = LoadFile((char*)fileName, (void **)&pTempVvdHdr);
int newLength = Studio_VertexDataSize( pTempVvdHdr, rootLOD, true );
// printf("was %d now %d\n", len, newLength );
vertexFileHeader_t *pNewVvdHdr = (vertexFileHeader_t *)calloc( newLength, 1 );
Studio_LoadVertexes( pTempVvdHdr, pNewVvdHdr, rootLOD, true );
if (!g_quiet)
{
printf ("---------------------\n");
printf ("writing %s:\n", fileName);
printf( "vertices (%d vertices)\n", pNewVvdHdr->numLODVertexes[ 0 ] );
}
// pNewVvdHdr->length = newLength;
{
CP4AutoEditAddFile autop4( fileName, "binary" );
SaveFile( (char *)fileName, pNewVvdHdr, newLength );
}
return true;
}
bool Clamp_VTX_LODS( const char *fileName, int rootLOD, studiohdr_t *pStudioHdr )
{
int i, j, k, m, n;
int nLodID;
int size;
OptimizedModel::FileHeader_t *pVtxHdr;
int len;
len = LoadFile((char*)fileName, (void **)&pVtxHdr);
OptimizedModel::FileHeader_t *pNewVtxHdr = (OptimizedModel::FileHeader_t *)calloc( FILEBUFFER, 1 );
byte *pData = (byte *)pNewVtxHdr;
pData += sizeof( OptimizedModel::FileHeader_t );
ALIGN4( pData );
// header
pNewVtxHdr->version = pVtxHdr->version;
pNewVtxHdr->vertCacheSize = pVtxHdr->vertCacheSize;
pNewVtxHdr->maxBonesPerStrip = pVtxHdr->maxBonesPerStrip;
pNewVtxHdr->maxBonesPerTri = pVtxHdr->maxBonesPerTri;
pNewVtxHdr->maxBonesPerVert = pVtxHdr->maxBonesPerVert;
pNewVtxHdr->checkSum = pVtxHdr->checkSum;
pNewVtxHdr->numLODs = pVtxHdr->numLODs;
// material replacement list
pNewVtxHdr->materialReplacementListOffset = (pData - (byte *)pNewVtxHdr);
pData += pVtxHdr->numLODs * sizeof( OptimizedModel::MaterialReplacementListHeader_t );
// ALIGN4( pData );
BeginStringTable( );
// allocate replacement list arrays
for ( nLodID = rootLOD; nLodID < pVtxHdr->numLODs; nLodID++ )
{
OptimizedModel::MaterialReplacementListHeader_t *pReplacementList = pVtxHdr->pMaterialReplacementList( nLodID );
OptimizedModel::MaterialReplacementListHeader_t *pNewReplacementList = pNewVtxHdr->pMaterialReplacementList( nLodID );
pNewReplacementList->numReplacements = pReplacementList->numReplacements;
pNewReplacementList->replacementOffset = (pData - (byte *)pNewReplacementList);
pData += pNewReplacementList->numReplacements * sizeof( OptimizedModel::MaterialReplacementHeader_t );
// ALIGN4( pData );
for (i = 0; i < pReplacementList->numReplacements; i++)
{
OptimizedModel::MaterialReplacementHeader_t *pReplacement = pReplacementList->pMaterialReplacement( i );
OptimizedModel::MaterialReplacementHeader_t *pNewReplacement = pNewReplacementList->pMaterialReplacement( i );
pNewReplacement->materialID = pReplacement->materialID;
AddToStringTable( pNewReplacement, &pNewReplacement->replacementMaterialNameOffset, pReplacement->pMaterialReplacementName() );
}
}
pData = WriteStringTable( pData );
// link previous LODs to higher LODs
for ( nLodID = 0; nLodID < rootLOD; nLodID++ )
{
OptimizedModel::MaterialReplacementListHeader_t *pRootReplacementList = pNewVtxHdr->pMaterialReplacementList( rootLOD );
OptimizedModel::MaterialReplacementListHeader_t *pNewReplacementList = pNewVtxHdr->pMaterialReplacementList( nLodID );
int delta = (byte *)pRootReplacementList - (byte *)pNewReplacementList;
pNewReplacementList->numReplacements = pRootReplacementList->numReplacements;
pNewReplacementList->replacementOffset = pRootReplacementList->replacementOffset + delta;
}
// body parts
pNewVtxHdr->numBodyParts = pStudioHdr->numbodyparts;
pNewVtxHdr->bodyPartOffset = (pData - (byte *)pNewVtxHdr);
pData += pNewVtxHdr->numBodyParts * sizeof( OptimizedModel::BodyPartHeader_t );
// ALIGN4( pData );
// Iterate over every body part...
for ( i = 0; i < pStudioHdr->numbodyparts; i++ )
{
mstudiobodyparts_t* pBodyPart = pStudioHdr->pBodypart(i);
OptimizedModel::BodyPartHeader_t* pVtxBodyPart = pVtxHdr->pBodyPart(i);
OptimizedModel::BodyPartHeader_t* pNewVtxBodyPart = pNewVtxHdr->pBodyPart(i);
pNewVtxBodyPart->numModels = pBodyPart->nummodels;
pNewVtxBodyPart->modelOffset = (pData - (byte *)pNewVtxBodyPart);
pData += pNewVtxBodyPart->numModels * sizeof( OptimizedModel::ModelHeader_t );
// ALIGN4( pData );
// Iterate over every submodel...
for (j = 0; j < pBodyPart->nummodels; ++j)
{
mstudiomodel_t* pModel = pBodyPart->pModel(j);
OptimizedModel::ModelHeader_t* pVtxModel = pVtxBodyPart->pModel(j);
OptimizedModel::ModelHeader_t* pNewVtxModel = pNewVtxBodyPart->pModel(j);
pNewVtxModel->numLODs = pVtxModel->numLODs;
pNewVtxModel->lodOffset = (pData - (byte *)pNewVtxModel);
pData += pNewVtxModel->numLODs * sizeof( OptimizedModel::ModelLODHeader_t );
ALIGN4( pData );
for ( nLodID = rootLOD; nLodID < pVtxModel->numLODs; nLodID++ )
{
OptimizedModel::ModelLODHeader_t *pVtxLOD = pVtxModel->pLOD( nLodID );
OptimizedModel::ModelLODHeader_t *pNewVtxLOD = pNewVtxModel->pLOD( nLodID );
pNewVtxLOD->numMeshes = pVtxLOD->numMeshes;
pNewVtxLOD->switchPoint = pVtxLOD->switchPoint;
pNewVtxLOD->meshOffset = (pData - (byte *)pNewVtxLOD);
pData += pNewVtxLOD->numMeshes * sizeof( OptimizedModel::MeshHeader_t );
ALIGN4( pData );
// Iterate over all the meshes....
for (k = 0; k < pModel->nummeshes; ++k)
{
Assert( pModel->nummeshes == pVtxLOD->numMeshes );
// mstudiomesh_t* pMesh = pModel->pMesh(k);
OptimizedModel::MeshHeader_t* pVtxMesh = pVtxLOD->pMesh(k);
OptimizedModel::MeshHeader_t* pNewVtxMesh = pNewVtxLOD->pMesh(k);
pNewVtxMesh->numStripGroups = pVtxMesh->numStripGroups;
pNewVtxMesh->flags = pVtxMesh->flags;
pNewVtxMesh->stripGroupHeaderOffset = (pData - (byte *)pNewVtxMesh);
pData += pNewVtxMesh->numStripGroups * sizeof( OptimizedModel::StripGroupHeader_t );
// printf("part %d : model %d : lod %d : mesh %d : strips %d : offset %d\n", i, j, nLodID, k, pVtxMesh->numStripGroups, pVtxMesh->stripGroupHeaderOffset );
for (m = 0; m < pVtxMesh->numStripGroups; m++)
{
OptimizedModel::StripGroupHeader_t *pStripGroup = pVtxMesh->pStripGroup( m );
OptimizedModel::StripGroupHeader_t *pNewStripGroup = pNewVtxMesh->pStripGroup( m );
// int delta = ((byte *)pStripGroup - (byte *)pVtxHdr) - ((byte *)pNewStripGroup - (byte *)pNewVtxHdr);
pNewStripGroup->numVerts = pStripGroup->numVerts;
pNewStripGroup->vertOffset = (pData - (byte *)pNewStripGroup);
size = pNewStripGroup->numVerts * sizeof( OptimizedModel::Vertex_t );
memcpy( pData, pStripGroup->pVertex(0), size );
pData += size;
pNewStripGroup->numIndices = pStripGroup->numIndices;
pNewStripGroup->indexOffset = (pData - (byte *)pNewStripGroup);
size = pNewStripGroup->numIndices * sizeof( unsigned short );
memcpy( pData, pStripGroup->pIndex(0), size );
pData += size;
pNewStripGroup->numStrips = pStripGroup->numStrips;
pNewStripGroup->stripOffset = (pData - (byte *)pNewStripGroup);
size = pNewStripGroup->numStrips * sizeof( OptimizedModel::StripHeader_t );
pData += size;
pNewStripGroup->flags = pStripGroup->flags;
/*
printf("\tnumVerts %d %d :\n", pStripGroup->numVerts, pStripGroup->vertOffset );
printf("\tnumIndices %d %d :\n", pStripGroup->numIndices, pStripGroup->indexOffset );
printf("\tnumStrips %d %d :\n", pStripGroup->numStrips, pStripGroup->stripOffset );
*/
for (n = 0; n < pStripGroup->numStrips; n++)
{
OptimizedModel::StripHeader_t *pStrip = pStripGroup->pStrip( n );
OptimizedModel::StripHeader_t *pNewStrip = pNewStripGroup->pStrip( n );
pNewStrip->numIndices = pStrip->numIndices;
pNewStrip->indexOffset = pStrip->indexOffset;
pNewStrip->numVerts = pStrip->numVerts;
pNewStrip->vertOffset = pStrip->vertOffset;
pNewStrip->numBones = pStrip->numBones;
pNewStrip->flags = pStrip->flags;
pNewStrip->numBoneStateChanges = pStrip->numBoneStateChanges;
pNewStrip->boneStateChangeOffset = (pData - (byte *)pNewStrip);
size = pNewStrip->numBoneStateChanges * sizeof( OptimizedModel::BoneStateChangeHeader_t );
memcpy( pData, pStrip->pBoneStateChange(0), size );
pData += size;
/*
printf("\t\tnumIndices %d %d :\n", pNewStrip->numIndices, pNewStrip->indexOffset );
printf("\t\tnumVerts %d %d :\n", pNewStrip->numVerts, pNewStrip->vertOffset );
printf("\t\tnumBoneStateChanges %d %d :\n", pNewStrip->numBoneStateChanges, pNewStrip->boneStateChangeOffset );
*/
// printf("(%d)\n", delta );
}
// printf("(%d)\n", delta );
}
}
}
}
}
// Iterate over every body part...
for ( i = 0; i < pStudioHdr->numbodyparts; i++ )
{
mstudiobodyparts_t* pBodyPart = pStudioHdr->pBodypart(i);
// Iterate over every submodel...
for (j = 0; j < pBodyPart->nummodels; ++j)
{
// link previous LODs to higher LODs
for ( nLodID = 0; nLodID < rootLOD; nLodID++ )
{
OptimizedModel::ModelLODHeader_t *pVtxLOD = pVtxHdr->pBodyPart(i)->pModel(j)->pLOD(nLodID);
OptimizedModel::ModelLODHeader_t *pRootVtxLOD = pNewVtxHdr->pBodyPart(i)->pModel(j)->pLOD(rootLOD);
OptimizedModel::ModelLODHeader_t *pNewVtxLOD = pNewVtxHdr->pBodyPart(i)->pModel(j)->pLOD(nLodID);
pNewVtxLOD->numMeshes = pRootVtxLOD->numMeshes;
pNewVtxLOD->switchPoint = pVtxLOD->switchPoint;
int delta = (byte *)pRootVtxLOD - (byte *)pNewVtxLOD;
pNewVtxLOD->meshOffset = pRootVtxLOD->meshOffset + delta;
}
}
}
int newLen = pData - (byte *)pNewVtxHdr;
// printf("len %d : %d\n", len, newLen );
// pNewVtxHdr->length = newLen;
if (!g_quiet)
{
printf ("writing %s:\n", fileName);
printf( "everything (%d bytes)\n", newLen );
}
{
CP4AutoEditAddFile autop4( fileName, "binary" );
SaveFile( (char *)fileName, pNewVtxHdr, newLen );
}
free( pNewVtxHdr );
return true;
}
bool Clamp_RootLOD( studiohdr_t *phdr )
{
char filename[MAX_PATH];
char tmpFileName[MAX_PATH];
int i;
const char *vtxPrefixes[] = {".dx80.vtx", ".dx90.vtx", ".sw.vtx"};
int rootLOD = g_minLod;
if (rootLOD > g_ScriptLODs.Size() - 1)
{
rootLOD = g_ScriptLODs.Size() -1;
}
if (rootLOD == 0)
{
return true;
}
V_strcpy_safe( filename, gamedir );
V_strcat_safe( filename, "models/" );
V_strcat_safe( filename, outname );
Q_StripExtension( filename, filename, sizeof( filename ) );
// shift the files so that g_minLod is the root LOD
V_strcpy_safe( tmpFileName, filename );
V_strcat_safe( tmpFileName, ".mdl" );
Clamp_MDL_LODS( tmpFileName, rootLOD );
V_strcpy_safe( tmpFileName, filename );
V_strcat_safe( tmpFileName, ".vvd" );
Clamp_VVD_LODS( tmpFileName, rootLOD );
for (i=0; i<ARRAYSIZE(vtxPrefixes); i++)
{
// fixup ???.vtx
V_strcpy_safe( tmpFileName, filename );
V_strcat_safe( tmpFileName, vtxPrefixes[i] );
Clamp_VTX_LODS( tmpFileName, rootLOD, phdr );
}
return true;
}
//----------------------------------------------------------------------
// For a particular .qc, converts all studiomdl generated files to big-endian format.
//----------------------------------------------------------------------
void WriteSwappedFile( char *srcname, char *outname, int(*pfnSwapFunc)(void*, const void*, int) )
{
if ( FileExists( srcname ) )
{
if( !g_quiet )
{
printf( "---------------------\n" );
printf( "Generating Xbox360 file format for \"%s\":\n", srcname );
}
void *pFileBase = NULL;
int fileSize = LoadFile( srcname, &pFileBase );
int paddedSize = fileSize + BYTESWAP_ALIGNMENT_PADDING;
void *pOutBase = malloc( paddedSize );
int bytes = pfnSwapFunc( pOutBase, pFileBase, fileSize );
if ( bytes != 0 )
{
CP4AutoEditAddFile autop4( outname, "binary" );
SaveFile( outname, pOutBase, bytes );
}
free(pOutBase);
free(pFileBase);
if ( bytes == 0 )
{
MdlError( "Aborted byteswap on '%s':\n", srcname );
}
}
}
//----------------------------------------------------------------------
// For a particular .qc, converts all studiomdl generated files to big-endian format.
//----------------------------------------------------------------------
void WriteAllSwappedFiles( const char *filename )
{
char srcname[ MAX_PATH ];
char outname[ MAX_PATH ];
extern IPhysicsCollision *physcollision;
if ( physcollision )
{
StudioByteSwap::SetCollisionInterface( physcollision );
}
// Convert PHY
Q_StripExtension( filename, srcname, sizeof( srcname ) );
Q_strncpy( outname, srcname, sizeof( outname ) );
Q_strcat( srcname, ".phy", sizeof( srcname ) );
Q_strcat( outname, ".360.phy", sizeof( outname ) );
WriteSwappedFile( srcname, outname, StudioByteSwap::ByteswapPHY );
// Convert VVD
Q_StripExtension( filename, srcname, sizeof( srcname ) );
Q_strncpy( outname, srcname, sizeof( outname ) );
Q_strcat( srcname, ".vvd", sizeof( srcname ) );
Q_strcat( outname, ".360.vvd", sizeof( outname ) );
WriteSwappedFile( srcname, outname, StudioByteSwap::ByteswapVVD );
// Convert VTX
Q_StripExtension( filename, srcname, sizeof( srcname ) );
Q_StripExtension( srcname, srcname, sizeof( srcname ) );
Q_strncpy( outname, srcname, sizeof( outname ) );
Q_strcat( srcname, ".dx90.vtx", sizeof( srcname ) );
Q_strcat( outname, ".360.vtx", sizeof( outname ) );
WriteSwappedFile( srcname, outname, StudioByteSwap::ByteswapVTX );
// Convert MDL
Q_StripExtension( filename, srcname, sizeof( srcname ) );
Q_strncpy( outname, srcname, sizeof( outname ) );
Q_strcat( srcname, ".mdl", sizeof( srcname ) );
Q_strcat( outname, ".360.mdl", sizeof( outname ) );
WriteSwappedFile( srcname, outname, StudioByteSwap::ByteswapMDL );
}