//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ // //=============================================================================// // // studiomdl.c: generates a studio .mdl file from a .qc script // sources/.mdl. // #pragma warning( disable : 4244 ) #pragma warning( disable : 4237 ) #pragma warning( disable : 4305 ) #include #include #include #include #include "cmdlib.h" #include "scriplib.h" #include "mathlib/mathlib.h" #include "studio.h" #include "studiomdl.h" // The current version of the SMD file being parsed // Yes, I know this file is called 'v1support' and there's never actually // been a v > 1 but now there is // (actually, there was a while when we were using developing progressive mesh // stuff in the middle of HL2 development, but most all that code has long since // been deleted) int g_smdVersion = 1; int lookup_index( s_source_t *psource, int material, Vector& vertex, Vector& normal, Vector2D texcoord, int iCount, int bones[], float weights[] ) { int i, j; for (i = 0; i < numvlist; i++) { if (v_listdata[i].m == material && DotProduct( g_normal[i], normal ) > normal_blend && VectorCompare( g_vertex[i], vertex ) && g_texcoord[i][0] == texcoord[0] && g_texcoord[i][1] == texcoord[1]) { if (g_bone[i].numbones == iCount) { for (j = 0; j < iCount; j++) { if (g_bone[i].bone[j] != bones[j] || g_bone[i].weight[j] != weights[j]) break; } if (j == iCount) { v_listdata[i].lastref = numvlist; return i; } } } } if (i >= MAXSTUDIOVERTS) { MdlError( "too many indices in source: \"%s\"\n", psource->filename); } VectorCopy( vertex, g_vertex[i] ); VectorCopy( normal, g_normal[i] ); Vector2Copy( texcoord, g_texcoord[i] ); g_bone[i].numbones = iCount; for ( j = 0; j < iCount; j++) { g_bone[i].bone[j] = bones[j]; g_bone[i].weight[j] = weights[j]; } v_listdata[i].v = i; v_listdata[i].m = material; v_listdata[i].n = i; v_listdata[i].t = i; v_listdata[i].firstref = numvlist; v_listdata[i].lastref = numvlist; numvlist = i + 1; return i; } void ParseFaceData( s_source_t *psource, int material, s_face_t *pFace ) { int index[3] = {}; int i, j; Vector p; Vector normal; Vector2D t; int iCount, bones[MAXSTUDIOSRCBONES]; float weights[MAXSTUDIOSRCBONES]; int bone; for (j = 0; j < 3; j++) { memset( g_szLine, 0, sizeof( g_szLine ) ); if (!GetLineInput()) { MdlError("%s: error on g_szLine %d: %s", g_szFilename, g_iLinecount, g_szLine ); } iCount = 0; i = sscanf( g_szLine, "%d %f %f %f %f %f %f %f %f %d %d %f %d %f %d %f %d %f", &bone, &p[0], &p[1], &p[2], &normal[0], &normal[1], &normal[2], &t[0], &t[1], &iCount, &bones[0], &weights[0], &bones[1], &weights[1], &bones[2], &weights[2], &bones[3], &weights[3] ); if (i < 9) continue; if (bone < 0 || bone >= psource->numbones) { MdlError("bogus bone index\n%d %s :\n%s", g_iLinecount, g_szFilename, g_szLine ); } //Scale face pos scale_vertex( p ); // continue parsing more bones. // FIXME: don't we have a built in parser that'll do this? if (iCount > 4) { int k; int ctr = 0; char *token; for (k = 0; k < 18; k++) { while (g_szLine[ctr] == ' ') { ctr++; } token = strtok( &g_szLine[ctr], " " ); ctr += strlen( token ) + 1; } for (k = 4; k < iCount && k < MAXSTUDIOSRCBONES; k++) { while (g_szLine[ctr] == ' ') { ctr++; } token = strtok( &g_szLine[ctr], " " ); ctr += strlen( token ) + 1; bones[k] = atoi(token); token = strtok( &g_szLine[ctr], " " ); ctr += strlen( token ) + 1; weights[k] = atof(token); } // printf("%d ", iCount ); //printf("\n"); //exit(1); } // adjust_vertex( p ); // scale_vertex( p ); // move vertex position to object space. // VectorSubtract( p, psource->bonefixup[bone].worldorg, tmp ); // VectorTransform(tmp, psource->bonefixup[bone].im, p ); // move normal to object space. // VectorCopy( normal, tmp ); // VectorTransform(tmp, psource->bonefixup[bone].im, normal ); // VectorNormalize( normal ); // invert v t[1] = 1.0 - t[1]; if (i == 9 || iCount == 0) { iCount = 1; bones[0] = bone; weights[0] = 1.0; } else { iCount = SortAndBalanceBones( iCount, MAXSTUDIOBONEWEIGHTS, bones, weights ); } index[j] = lookup_index( psource, material, p, normal, t, iCount, bones, weights ); } // pFace->material = material; // BUG pFace->a = index[0]; pFace->b = index[2]; pFace->c = index[1]; Assert( ((pFace->a & 0xF0000000) == 0) && ((pFace->b & 0xF0000000) == 0) && ((pFace->c & 0xF0000000) == 0) ); } void Grab_Triangles( s_source_t *psource ) { int i; Vector vmin, vmax; vmin[0] = vmin[1] = vmin[2] = 99999; vmax[0] = vmax[1] = vmax[2] = -99999; g_numfaces = 0; numvlist = 0; // // load the base triangles // int texture; int material; char texturename[MAX_PATH]; while (1) { if (!GetLineInput()) break; // check for end if (IsEnd( g_szLine )) break; // Look for extra junk that we may want to avoid... int nLineLength = strlen( g_szLine ); if (nLineLength >= sizeof( texturename )) { MdlWarning("Unexpected data at line %d, (need a texture name) ignoring...\n", g_iLinecount ); continue; } // strip off trailing smag V_strcpy_safe( texturename, g_szLine ); for (i = strlen( texturename ) - 1; i >= 0 && ! V_isgraph( texturename[i] ); i--) { } texturename[i + 1] = '\0'; // funky texture overrides for (i = 0; i < numrep; i++) { if (sourcetexture[i][0] == '\0') { V_strcpy_safe( texturename, defaulttexture[i] ); break; } if (stricmp( texturename, sourcetexture[i]) == 0) { V_strcpy_safe( texturename, defaulttexture[i] ); break; } } if (texturename[0] == '\0') { // weird source problem, skip them GetLineInput(); GetLineInput(); GetLineInput(); continue; } if (stricmp( texturename, "null.bmp") == 0 || stricmp( texturename, "null.tga") == 0 || stricmp( texturename, "debug/debugempty" ) == 0) { // skip all faces with the null texture on them. GetLineInput(); GetLineInput(); GetLineInput(); continue; } texture = LookupTexture( texturename, ( g_smdVersion > 1 ) ); psource->texmap[texture] = texture; // hack, make it 1:1 material = UseTextureAsMaterial( texture ); s_face_t f; ParseFaceData( psource, material, &f ); // remove degenerate triangles if (f.a == f.b || f.b == f.c || f.a == f.c) { // printf("Degenerate triangle %d %d %d\n", f.a, f.b, f.c ); continue; } g_src_uface[g_numfaces] = f; g_face[g_numfaces].material = material; g_numfaces++; } BuildIndividualMeshes( psource ); } int Load_SMD ( s_source_t *psource ) { char cmd[1024]; int option; // Reset smdVersion g_smdVersion = 1; if (!OpenGlobalFile( psource->filename )) return 0; if( !g_quiet ) { printf ("SMD MODEL %s\n", psource->filename); } g_iLinecount = 0; while (GetLineInput()) { int numRead = sscanf( g_szLine, "%s %d", cmd, &option ); // Blank line if ((numRead == EOF) || (numRead == 0)) continue; if (stricmp( cmd, "version" ) == 0) { if (option < 1 || option > 2) { MdlError("bad version\n"); } g_smdVersion = option; } else if (stricmp( cmd, "nodes" ) == 0) { psource->numbones = Grab_Nodes( psource->localBone ); } else if (stricmp( cmd, "skeleton" ) == 0) { Grab_Animation( psource, "BindPose" ); } else if (stricmp( cmd, "triangles" ) == 0) { Grab_Triangles( psource ); } else if (stricmp( cmd, "vertexanimation" ) == 0) { Grab_Vertexanimation( psource, "BindPose" ); } else if ((strncmp( cmd, "//", 2 ) == 0) || (strncmp( cmd, ";", 1 ) == 0) || (strncmp( cmd, "#", 1 ) == 0)) { ProcessSourceComment( psource, cmd ); continue; } else { MdlWarning("unknown studio command \"%s\"\n", cmd ); } } fclose( g_fpInput ); return 1; }