mirror of
https://github.com/dhewm/dhewm3.git
synced 2024-12-11 13:30:59 +00:00
79ad905e05
Excluding 3rd party files.
457 lines
11 KiB
C++
457 lines
11 KiB
C++
/*
|
|
===========================================================================
|
|
|
|
Doom 3 GPL Source Code
|
|
Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
|
|
|
|
This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code").
|
|
|
|
Doom 3 Source Code is free software: you can redistribute it and/or modify
|
|
it under the terms of the GNU General Public License as published by
|
|
the Free Software Foundation, either version 3 of the License, or
|
|
(at your option) any later version.
|
|
|
|
Doom 3 Source Code is distributed in the hope that it will be useful,
|
|
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
GNU General Public License for more details.
|
|
|
|
You should have received a copy of the GNU General Public License
|
|
along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
|
|
|
|
In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
|
|
|
|
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
|
|
|
|
===========================================================================
|
|
*/
|
|
#define MAYA_DEFAULT_CAMERA "camera1"
|
|
|
|
#define ANIM_TX BIT( 0 )
|
|
#define ANIM_TY BIT( 1 )
|
|
#define ANIM_TZ BIT( 2 )
|
|
#define ANIM_QX BIT( 3 )
|
|
#define ANIM_QY BIT( 4 )
|
|
#define ANIM_QZ BIT( 5 )
|
|
|
|
typedef enum {
|
|
WRITE_MESH,
|
|
WRITE_ANIM,
|
|
WRITE_CAMERA
|
|
} exportType_t;
|
|
|
|
typedef struct {
|
|
idCQuat q;
|
|
idVec3 t;
|
|
} jointFrame_t;
|
|
|
|
typedef struct {
|
|
idCQuat q;
|
|
idVec3 t;
|
|
float fov;
|
|
} cameraFrame_t;
|
|
|
|
/*
|
|
==============================================================================================
|
|
|
|
idTokenizer
|
|
|
|
==============================================================================================
|
|
*/
|
|
|
|
class idTokenizer {
|
|
private:
|
|
int currentToken;
|
|
idStrList tokens;
|
|
|
|
public:
|
|
idTokenizer() { Clear(); };
|
|
void Clear( void ) { currentToken = 0; tokens.Clear(); };
|
|
|
|
int SetTokens( const char *buffer );
|
|
const char *NextToken( const char *errorstring = NULL );
|
|
|
|
bool TokenAvailable( void ) { return currentToken < tokens.Num(); };
|
|
int Num( void ) { return tokens.Num(); };
|
|
void UnGetToken( void ) { if ( currentToken > 0 ) { currentToken--; } };
|
|
const char *GetToken( int index ) { if ( ( index >= 0 ) && ( index < tokens.Num() ) ) { return tokens[ index ]; } else { return NULL; } };
|
|
const char *CurrentToken( void ) { return GetToken( currentToken ); };
|
|
};
|
|
|
|
/*
|
|
==============================================================================================
|
|
|
|
idExportOptions
|
|
|
|
==============================================================================================
|
|
*/
|
|
|
|
class idNamePair {
|
|
public:
|
|
idStr from;
|
|
idStr to;
|
|
};
|
|
|
|
class idAnimGroup {
|
|
public:
|
|
idStr name;
|
|
idStrList joints;
|
|
};
|
|
|
|
class idExportOptions {
|
|
private:
|
|
idTokenizer tokens;
|
|
|
|
void Reset( const char *commandline );
|
|
|
|
public:
|
|
idStr commandLine;
|
|
idStr src;
|
|
idStr dest;
|
|
idStr game;
|
|
idStr prefix;
|
|
float scale;
|
|
exportType_t type;
|
|
bool ignoreMeshes;
|
|
bool clearOrigin;
|
|
bool clearOriginAxis;
|
|
bool ignoreScale;
|
|
int startframe;
|
|
int endframe;
|
|
int framerate;
|
|
float xyzPrecision;
|
|
float quatPrecision;
|
|
idStr align;
|
|
idList<idNamePair> renamejoints;
|
|
idList<idNamePair> remapjoints;
|
|
idStrList keepjoints;
|
|
idStrList skipmeshes;
|
|
idStrList keepmeshes;
|
|
idList<idAnimGroup *> exportgroups;
|
|
idList<idAnimGroup> groups;
|
|
float rotate;
|
|
float jointThreshold;
|
|
int cycleStart;
|
|
|
|
idExportOptions( const char *commandline, const char *ospath );
|
|
|
|
bool jointInExportGroup( const char *jointname );
|
|
};
|
|
|
|
/*
|
|
==============================================================================
|
|
|
|
idExportJoint
|
|
|
|
==============================================================================
|
|
*/
|
|
|
|
class idExportJoint {
|
|
public:
|
|
idStr name;
|
|
idStr realname;
|
|
idStr longname;
|
|
int index;
|
|
int exportNum;
|
|
bool keep;
|
|
|
|
float scale;
|
|
float invscale;
|
|
|
|
MFnDagNode *dagnode;
|
|
|
|
idHierarchy<idExportJoint> mayaNode;
|
|
idHierarchy<idExportJoint> exportNode;
|
|
|
|
idVec3 t;
|
|
idMat3 wm;
|
|
|
|
idVec3 idt;
|
|
idMat3 idwm;
|
|
|
|
idVec3 bindpos;
|
|
idMat3 bindmat;
|
|
|
|
int animBits;
|
|
int firstComponent;
|
|
jointFrame_t baseFrame;
|
|
int depth;
|
|
|
|
idExportJoint();
|
|
idExportJoint &operator=( const idExportJoint &other );
|
|
};
|
|
|
|
/*
|
|
==============================================================================
|
|
|
|
misc structures
|
|
|
|
==============================================================================
|
|
*/
|
|
|
|
typedef struct {
|
|
idExportJoint *joint;
|
|
float jointWeight;
|
|
idVec3 offset;
|
|
} exportWeight_t;
|
|
|
|
typedef struct {
|
|
idVec3 pos;
|
|
idVec2 texCoords;
|
|
int startweight;
|
|
int numWeights;
|
|
} exportVertex_t;
|
|
|
|
typedef struct {
|
|
int indexes[ 3 ];
|
|
} exportTriangle_t;
|
|
|
|
typedef struct {
|
|
idVec2 uv[ 3 ];
|
|
} exportUV_t;
|
|
|
|
ID_INLINE int operator==( exportVertex_t a, exportVertex_t b ) {
|
|
if ( a.pos != b.pos ) {
|
|
return false;
|
|
}
|
|
|
|
if ( ( a.texCoords[ 0 ] != b.texCoords[ 0 ] ) || ( a.texCoords[ 1 ] != b.texCoords[ 1 ] ) ) {
|
|
return false;
|
|
}
|
|
|
|
if ( ( a.startweight != b.startweight ) || ( a.numWeights != b.numWeights ) ) {
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
/*
|
|
========================================================================
|
|
|
|
.MD3 triangle model file format
|
|
|
|
========================================================================
|
|
*/
|
|
|
|
#define MD3_IDENT (('3'<<24)+('P'<<16)+('D'<<8)+'I')
|
|
#define MD3_VERSION 15
|
|
|
|
// limits
|
|
#define MD3_MAX_LODS 4
|
|
#define MD3_MAX_TRIANGLES 8192 // per surface
|
|
#define MD3_MAX_VERTS 4096 // per surface
|
|
#define MD3_MAX_SHADERS 256 // per surface
|
|
#define MD3_MAX_FRAMES 1024 // per model
|
|
#define MD3_MAX_SURFACES 32 // per model
|
|
#define MD3_MAX_TAGS 16 // per frame
|
|
|
|
// vertex scales
|
|
#define MD3_XYZ_SCALE (1.0/64)
|
|
|
|
// surface geometry should not exceed these limits
|
|
#define SHADER_MAX_VERTEXES 1000
|
|
#define SHADER_MAX_INDEXES (6*SHADER_MAX_VERTEXES)
|
|
|
|
|
|
// the maximum size of game reletive pathnames
|
|
#define MAX_Q3PATH 64
|
|
|
|
typedef struct md3Frame_s {
|
|
idVec3 bounds[2];
|
|
idVec3 localOrigin;
|
|
float radius;
|
|
char name[16];
|
|
} md3Frame_t;
|
|
|
|
typedef struct md3Tag_s {
|
|
char name[MAX_Q3PATH]; // tag name
|
|
idVec3 origin;
|
|
idVec3 axis[3];
|
|
} md3Tag_t;
|
|
|
|
/*
|
|
** md3Surface_t
|
|
**
|
|
** CHUNK SIZE
|
|
** header sizeof( md3Surface_t )
|
|
** shaders sizeof( md3Shader_t ) * numShaders
|
|
** triangles[0] sizeof( md3Triangle_t ) * numTriangles
|
|
** st sizeof( md3St_t ) * numVerts
|
|
** XyzNormals sizeof( md3XyzNormal_t ) * numVerts * numFrames
|
|
*/
|
|
typedef struct {
|
|
int ident; //
|
|
|
|
char name[MAX_Q3PATH]; // polyset name
|
|
|
|
int flags;
|
|
int numFrames; // all surfaces in a model should have the same
|
|
|
|
int numShaders; // all surfaces in a model should have the same
|
|
int numVerts;
|
|
|
|
int numTriangles;
|
|
int ofsTriangles;
|
|
|
|
int ofsShaders; // offset from start of md3Surface_t
|
|
int ofsSt; // texture coords are common for all frames
|
|
int ofsXyzNormals; // numVerts * numFrames
|
|
|
|
int ofsEnd; // next surface follows
|
|
} md3Surface_t;
|
|
|
|
typedef struct {
|
|
char name[MAX_Q3PATH];
|
|
int shaderIndex; // for in-game use
|
|
} md3Shader_t;
|
|
|
|
typedef struct {
|
|
int indexes[3];
|
|
} md3Triangle_t;
|
|
|
|
typedef struct {
|
|
float st[2];
|
|
} md3St_t;
|
|
|
|
typedef struct {
|
|
short xyz[3];
|
|
short normal;
|
|
} md3XyzNormal_t;
|
|
|
|
typedef struct {
|
|
int ident;
|
|
int version;
|
|
|
|
char name[MAX_Q3PATH]; // model name
|
|
|
|
int flags;
|
|
|
|
int numFrames;
|
|
int numTags;
|
|
int numSurfaces;
|
|
|
|
int numSkins;
|
|
|
|
int ofsFrames; // offset for first frame
|
|
int ofsTags; // numFrames * numTags
|
|
int ofsSurfaces; // first surface, others follow
|
|
|
|
int ofsEnd; // end of file
|
|
} md3Header_t;
|
|
|
|
/*
|
|
==============================================================================
|
|
|
|
idExportMesh
|
|
|
|
==============================================================================
|
|
*/
|
|
|
|
class idExportMesh {
|
|
public:
|
|
|
|
idStr name;
|
|
idStr shader;
|
|
|
|
bool keep;
|
|
|
|
idList<exportVertex_t> verts;
|
|
idList<exportTriangle_t> tris;
|
|
idList<exportWeight_t> weights;
|
|
idList<exportUV_t> uv;
|
|
|
|
idExportMesh() { keep = true; };
|
|
void ShareVerts( void );
|
|
void GetBounds( idBounds &bounds ) const;
|
|
void Merge( idExportMesh *mesh );
|
|
};
|
|
|
|
/*
|
|
==============================================================================
|
|
|
|
idExportModel
|
|
|
|
==============================================================================
|
|
*/
|
|
|
|
class idExportModel {
|
|
public:
|
|
idExportJoint *exportOrigin;
|
|
idList<idExportJoint> joints;
|
|
idHierarchy<idExportJoint> mayaHead;
|
|
idHierarchy<idExportJoint> exportHead;
|
|
idList<int> cameraCuts;
|
|
idList<cameraFrame_t> camera;
|
|
idList<idBounds> bounds;
|
|
idList<jointFrame_t> jointFrames;
|
|
idList<jointFrame_t *> frames;
|
|
int frameRate;
|
|
int numFrames;
|
|
int skipjoints;
|
|
int export_joints;
|
|
idList<idExportMesh *> meshes;
|
|
|
|
idExportModel();
|
|
~idExportModel();
|
|
idExportJoint *FindJointReal( const char *name );
|
|
idExportJoint *FindJoint( const char *name );
|
|
bool WriteMesh( const char *filename, idExportOptions &options );
|
|
bool WriteAnim( const char *filename, idExportOptions &options );
|
|
bool WriteCamera( const char *filename, idExportOptions &options );
|
|
};
|
|
|
|
/*
|
|
==============================================================================
|
|
|
|
Maya
|
|
|
|
==============================================================================
|
|
*/
|
|
|
|
class idMayaExport {
|
|
private:
|
|
idExportModel model;
|
|
idExportOptions &options;
|
|
|
|
void FreeDagNodes( void );
|
|
|
|
float TimeForFrame( int num ) const;
|
|
int GetMayaFrameNum( int num ) const;
|
|
void SetFrame( int num );
|
|
|
|
|
|
void GetBindPose( MObject &jointNode, idExportJoint *joint, float scale );
|
|
void GetLocalTransform( idExportJoint *joint, idVec3 &pos, idMat3 &mat );
|
|
void GetWorldTransform( idExportJoint *joint, idVec3 &pos, idMat3 &mat, float scale );
|
|
|
|
void CreateJoints( float scale );
|
|
void PruneJoints( idStrList &keepjoints, idStr &prefix );
|
|
void RenameJoints( idList<idNamePair> &renamejoints, idStr &prefix );
|
|
bool RemapParents( idList<idNamePair> &remapjoints );
|
|
|
|
MObject FindShader( MObject& setNode );
|
|
void GetTextureForMesh( idExportMesh *mesh, MFnDagNode &dagNode );
|
|
|
|
idExportMesh *CopyMesh( MFnSkinCluster &skinCluster, float scale );
|
|
void CreateMesh( float scale );
|
|
void CombineMeshes( void );
|
|
|
|
void GetAlignment( idStr &alignName, idMat3 &align, float rotate, int startframe );
|
|
|
|
const char *GetObjectType( MObject object );
|
|
|
|
float GetCameraFov( idExportJoint *joint );
|
|
void GetCameraFrame( idExportJoint *camera, idMat3 &align, cameraFrame_t *cam );
|
|
void CreateCameraAnim( idMat3 &align );
|
|
|
|
void GetDefaultPose( idMat3 &align );
|
|
void CreateAnimation( idMat3 &align );
|
|
|
|
public:
|
|
idMayaExport( idExportOptions &exportOptions ) : options( exportOptions ) { };
|
|
~idMayaExport();
|
|
|
|
void ConvertModel( void );
|
|
void ConvertToMD3( void );
|
|
};
|