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Avoid cases of filenames Update years in terms and other legal(ish) documents Don't update years in license headers, since change is not meaningful Will add linter rule in seperate commit Happy recompiling everyone! Original Patch By: Nescio Comment By: Gallaecio Differential Revision: D2620 This was SVN commit r27786.
325 lines
10 KiB
C++
325 lines
10 KiB
C++
/* Copyright (C) 2021 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "precompiled.h"
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#include "PSAConvert.h"
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#include "CommonConvert.h"
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#include "FCollada.h"
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#include "FCDocument/FCDocument.h"
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#include "FCDocument/FCDocumentTools.h"
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#include "FCDocument/FCDAnimated.h"
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#include "FCDocument/FCDAnimationCurve.h"
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#include "FCDocument/FCDAnimationKey.h"
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#include "FCDocument/FCDController.h"
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#include "FCDocument/FCDControllerInstance.h"
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#include "FCDocument/FCDExtra.h"
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#include "FCDocument/FCDGeometry.h"
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#include "FCDocument/FCDGeometryMesh.h"
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#include "FCDocument/FCDGeometryPolygons.h"
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#include "FCDocument/FCDGeometrySource.h"
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#include "FCDocument/FCDSceneNode.h"
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#include "StdSkeletons.h"
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#include "Decompose.h"
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#include "Maths.h"
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#include "GeomReindex.h"
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#include <cassert>
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#include <vector>
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#include <limits>
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#include <iterator>
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#include <algorithm>
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class PSAConvert
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{
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public:
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/**
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* Converts a COLLADA XML document into the PSA animation format.
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*
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* @param input XML document to parse
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* @param output callback for writing the PSA data; called lots of times
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* with small strings
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* @param xmlErrors output - errors reported by the XML parser
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* @throws ColladaException on failure
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*/
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static void ColladaToPSA(const char* input, OutputCB& output, std::string& xmlErrors)
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{
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CommonConvert converter(input, xmlErrors);
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if (converter.GetInstance().GetType() == FCDEntityInstance::CONTROLLER)
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{
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FCDControllerInstance& controllerInstance = static_cast<FCDControllerInstance&>(converter.GetInstance());
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FixSkeletonRoots(controllerInstance);
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assert(converter.GetInstance().GetEntity()->GetType() == FCDEntity::CONTROLLER); // assume this is always true?
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FCDController* controller = static_cast<FCDController*>(converter.GetInstance().GetEntity());
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FCDSkinController* skin = controller->GetSkinController();
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REQUIRE(skin != NULL, "is skin controller");
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const Skeleton& skeleton = FindSkeleton(controllerInstance);
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float frameLength = 1.f / 30.f; // currently we always want to create PMDs at fixed 30fps
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// Find the extents of the animation:
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float timeStart = 0, timeEnd = 0;
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GetAnimationRange(converter.GetDocument(), skeleton, controllerInstance, timeStart, timeEnd);
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// To catch broken animations / skeletons.xml:
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REQUIRE(timeEnd > timeStart, "animation end frame must come after start frame");
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// Count frames; don't include the last keyframe
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size_t frameCount = (size_t)((timeEnd - timeStart) / frameLength - 0.5f);
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REQUIRE(frameCount > 0, "animation must have frames");
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// (TODO: sort out the timing/looping problems)
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const size_t boneCount = skeleton.GetBoneCount();
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if (boneCount > 64)
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Log(LOG_ERROR, "Skeleton has too many bones %zu/64", boneCount);
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std::vector<BoneTransform> boneTransforms;
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for (size_t frame = 0; frame < frameCount; ++frame)
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{
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float time = timeStart + frameLength * frame;
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BoneTransform boneDefault = { { 0, 0, 0 }, { 0, 0, 0, 1 } };
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std::vector<BoneTransform> frameBoneTransforms(boneCount, boneDefault);
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// Move the model into the new animated pose
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// (We can't tell exactly which nodes should be animated, so
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// just update the entire world recursively)
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EvaluateAnimations(converter.GetRoot(), time);
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// Convert the pose into the form require by the game
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for (size_t i = 0; i < controllerInstance.GetJointCount(); ++i)
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{
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FCDSceneNode* joint = controllerInstance.GetJoint(i);
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int boneId = skeleton.GetRealBoneID(joint->GetName().c_str());
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if (boneId < 0)
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continue; // not a recognised bone - ignore it, same as before
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FMMatrix44 worldTransform = joint->CalculateWorldTransform();
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HMatrix matrix;
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memcpy(matrix, worldTransform.Transposed().m, sizeof(matrix));
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AffineParts parts;
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decomp_affine(matrix, &parts);
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BoneTransform b = {
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{ parts.t.x, parts.t.y, parts.t.z },
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{ parts.q.x, parts.q.y, parts.q.z, parts.q.w }
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};
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frameBoneTransforms[boneId] = b;
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}
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// Push frameBoneTransforms onto the back of boneTransforms
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copy(frameBoneTransforms.begin(), frameBoneTransforms.end(),
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std::inserter(boneTransforms, boneTransforms.end()));
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}
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// Convert into game's coordinate space
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TransformVertices(boneTransforms, skin->GetBindShapeTransform(), converter.IsYUp(), converter.IsXSI());
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// Write out the file
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WritePSA(output, frameCount, boneCount, boneTransforms);
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}
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else
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{
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throw ColladaException("Unrecognised object type");
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}
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}
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/**
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* Writes the animation data in the PSA format.
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*/
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static void WritePSA(OutputCB& output, size_t frameCount, size_t boneCount, const std::vector<BoneTransform>& boneTransforms)
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{
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output("PSSA", 4); // magic number
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write(output, (uint32)1); // version number
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write(output, (uint32)(
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4 + 0 + // name
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4 + // frameLength
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4 + 4 + // numBones, numFrames
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7*4*boneCount*frameCount // boneStates
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)); // data size
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// Name
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write(output, (uint32)0);
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// Frame length
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write(output, 1000.f/30.f);
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write(output, (uint32)boneCount);
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write(output, (uint32)frameCount);
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for (size_t i = 0; i < boneCount*frameCount; ++i)
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{
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output((char*)&boneTransforms[i], 7*4);
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}
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}
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static void TransformVertices(std::vector<BoneTransform>& bones,
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const FMMatrix44& transform, bool yUp, bool isXSI)
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{
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// HACK: we want to handle scaling in XSI because that makes it easy
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// for artists to adjust the models to the right size. But this way
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// doesn't work in Max, and I can't see how to make it do so, so this
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// is only applied to models from XSI.
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if (isXSI)
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{
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TransformBones(bones, DecomposeToScaleMatrix(transform), yUp);
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}
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else
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{
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TransformBones(bones, FMMatrix44_Identity, yUp);
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}
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}
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static void GetAnimationRange(const FColladaDocument& doc, const Skeleton& skeleton,
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const FCDControllerInstance& controllerInstance,
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float& timeStart, float& timeEnd)
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{
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// FCollada tools export <extra> info in the scene to specify the start
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// and end times.
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// If that isn't available, we have to search for the earliest and latest
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// keyframes on any of the bones.
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if (doc.GetDocument()->HasStartTime() && doc.GetDocument()->HasEndTime())
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{
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timeStart = doc.GetDocument()->GetStartTime();
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timeEnd = doc.GetDocument()->GetEndTime();
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return;
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}
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// XSI exports relevant information in
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// <extra><technique profile="XSI"><SI_Scene><xsi_param sid="start">
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// (and 'end' and 'frameRate') so use those
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if (GetAnimationRange_XSI(doc, timeStart, timeEnd))
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return;
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timeStart = std::numeric_limits<float>::max();
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timeEnd = -std::numeric_limits<float>::max();
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for (size_t i = 0; i < controllerInstance.GetJointCount(); ++i)
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{
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const FCDSceneNode* joint = controllerInstance.GetJoint(i);
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REQUIRE(joint != NULL, "joint exists");
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int boneId = skeleton.GetBoneID(joint->GetName().c_str());
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if (boneId < 0)
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{
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// unrecognised joint - it's probably just a prop point
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// or something, so ignore it
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continue;
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}
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// Skip unanimated joints
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if (joint->GetTransformCount() == 0)
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continue;
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for (size_t j = 0; j < joint->GetTransformCount(); ++j)
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{
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const FCDTransform* transform = joint->GetTransform(j);
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if (! transform->IsAnimated())
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continue;
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// Iterate over all curves to find the earliest and latest keys
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const FCDAnimated* anim = transform->GetAnimated();
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const FCDAnimationCurveListList& curvesList = anim->GetCurves();
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for (size_t k = 0; k < curvesList.size(); ++k)
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{
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const FCDAnimationCurveTrackList& curves = curvesList[k];
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for (size_t l = 0; l < curves.size(); ++l)
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{
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const FCDAnimationCurve* curve = curves[l];
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timeStart = std::min(timeStart, curve->GetKeys()[0]->input);
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timeEnd = std::max(timeEnd, curve->GetKeys()[curve->GetKeyCount()-1]->input);
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}
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}
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}
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}
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}
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static bool GetAnimationRange_XSI(const FColladaDocument& doc, float& timeStart, float& timeEnd)
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{
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FCDExtra* extra = doc.GetExtra();
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if (! extra) return false;
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FCDEType* type = extra->GetDefaultType();
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if (! type) return false;
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FCDETechnique* technique = type->FindTechnique("XSI");
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if (! technique) return false;
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FCDENode* scene = technique->FindChildNode("SI_Scene");
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if (! scene) return false;
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float start = FLT_MAX, end = -FLT_MAX, framerate = 0.f;
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FCDENodeList paramNodes;
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scene->FindChildrenNodes("xsi_param", paramNodes);
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for (FCDENodeList::iterator it = paramNodes.begin(); it != paramNodes.end(); ++it)
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{
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if ((*it)->ReadAttribute("sid") == "start")
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start = FUStringConversion::ToFloat((*it)->GetContent());
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else if ((*it)->ReadAttribute("sid") == "end")
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end = FUStringConversion::ToFloat((*it)->GetContent());
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else if ((*it)->ReadAttribute("sid") == "frameRate")
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framerate = FUStringConversion::ToFloat((*it)->GetContent());
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}
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if (framerate != 0.f && start != FLT_MAX && end != -FLT_MAX)
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{
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timeStart = start / framerate;
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timeEnd = end / framerate;
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return true;
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}
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return false;
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}
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static void EvaluateAnimations(FCDSceneNode& node, float time)
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{
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for (size_t i = 0; i < node.GetTransformCount(); ++i)
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{
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FCDTransform* transform = node.GetTransform(i);
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FCDAnimated* anim = transform->GetAnimated();
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if (anim)
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anim->Evaluate(time);
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}
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for (size_t i = 0; i < node.GetChildrenCount(); ++i)
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EvaluateAnimations(*node.GetChild(i), time);
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}
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};
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// The above stuff is just in a class since I don't like having to bother
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// with forward declarations of functions - but provide the plain function
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// interface here:
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void ColladaToPSA(const char* input, OutputCB& output, std::string& xmlErrors)
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{
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PSAConvert::ColladaToPSA(input, output, xmlErrors);
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}
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