0ad/source/tools/springimport/convert.pl
bb 157c6af18e Make the space in 0 A.D. non-breaking throughout the codebase.
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.
2023-07-27 20:54:46 +00:00

507 lines
14 KiB
Perl
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# Copyright (C) 2010 Wildfire Games.
#
# Permission is hereby granted, free of charge, to any person obtaining
# a copy of this software and associated documentation files (the
# "Software"), to deal in the Software without restriction, including
# without limitation the rights to use, copy, modify, merge, publish,
# distribute, sublicense, and/or sell copies of the Software, and to
# permit persons to whom the Software is furnished to do so, subject to
# the following conditions:
#
# The above copyright notice and this permission notice shall be included
# in all copies or substantial portions of the Software.
#
# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
# EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
# MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
# IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
# CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
# TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
# SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
# This is a fairly hacky converter from the .3do format used by Spring
# to the Collada + actor XML format used by 0 A.D.
use strict;
use warnings;
use Data::Dumper;
use TextureAtlas;
use SpringPalette;
use constant SCALE => 3.0 / 1048576;
my $ROOT = "../../../binaries/data/mods/public";
my $SOURCE = "../../../../../misc/spring/BA712";
sub parse_3do
{
my ($fh) = @_;
my $b;
read $fh, $b, 13*4 or die;
my ($sig, $num_verts, $num_prims, $sel_prim, $x, $y, $z,
$off_name, undef, $off_verts, $off_prims, $off_sib, $off_child) =
unpack 'l*', $b;
die unless $sig == 1;
seek $fh, $off_name, 0;
my $name = '';
while (1) {
read $fh, my $c, 1 or die;
last if $c eq "\0";
$name .= $c;
}
seek $fh, $off_verts, 0;
read $fh, $b, 12*$num_verts or die;
my @verts = unpack 'l*', $b;
my @prims;
for my $p (0..$num_prims-1) {
seek $fh, $off_prims + 32*$p, 0;
read $fh, $b, 32 or die;
my ($palette, $num_idxs, undef, $off_idxs, $off_tex) = unpack 'l*', $b;
seek $fh, $off_idxs, 0;
read $fh, $b, 2*$num_idxs or die;
my @idxs = unpack 's*', $b;
my $texture;
if ($off_tex) {
$texture = '';
seek $fh, $off_tex, 0;
while (1) {
read $fh, my $c, 1 or die;
last if $c eq "\0";
$texture .= $c;
}
}
push @prims, {
palette => $palette,
idxs => \@idxs,
texture => $texture,
};
}
my $ret = {
name => $name,
verts => \@verts,
prims => \@prims,
offset => [$x, $y, $z],
};
if ($off_child) {
seek $fh, $off_child, 0;
$ret->{children} = [ parse_3do($fh) ];
}
if ($off_sib) {
seek $fh, $off_sib, 0;
return ($ret, parse_3do($fh));
} else {
return ($ret);
}
}
sub write_geometries
{
my ($obj, $atlas, $name, $fh) = @_;
my $num_verts = @{ $obj->{verts} } / 3;
my $num_prims = @{ $obj->{prims} };
my @vertex_normals;
for (0..$num_verts-1) {
push @vertex_normals, [0,0,0];
}
my @prim_normals;
for my $prim (@{ $obj->{prims} }) {
my @v0 = ($obj->{verts}[$prim->{idxs}[0]*3], $obj->{verts}[$prim->{idxs}[0]*3+1], $obj->{verts}[$prim->{idxs}[0]*3+2]);
my @v1 = ($obj->{verts}[$prim->{idxs}[1]*3], $obj->{verts}[$prim->{idxs}[1]*3+1], $obj->{verts}[$prim->{idxs}[1]*3+2]);
my @v2 = ($obj->{verts}[$prim->{idxs}[2]*3], $obj->{verts}[$prim->{idxs}[2]*3+1], $obj->{verts}[$prim->{idxs}[2]*3+2]);
my @d10 = ($v1[0] - $v0[0], $v1[1] - $v0[1], $v1[2] - $v0[2]);
my @d20 = ($v2[0] - $v0[0], $v2[1] - $v0[1], $v2[2] - $v0[2]);
my @x = ($d10[1]*$d20[2] - $d10[2]*$d20[1], $d10[2]*$d20[0] - $d10[0]*$d20[2], $d10[0]*$d20[1] - $d10[1]*$d20[0]);
my $d = sqrt($x[0]*$x[0] + $x[1]*$x[1] + $x[2]*$x[2]);
my @n = $d ? ($x[0]/$d, $x[1]/$d, $x[2]/$d) : (0,1,0);
push @prim_normals, \@n;
for my $v (@{ $prim->{idxs} }) {
$vertex_normals[$v][0] += $n[0];
$vertex_normals[$v][1] += $n[1];
$vertex_normals[$v][2] += $n[2];
}
}
for (0..$num_verts-1) {
my @n = @{ $vertex_normals[$_] };
my $d = sqrt($n[0]*$n[0] + $n[1]*$n[1] + $n[2]*$n[2]);
$vertex_normals[$_] = $d ? [$n[0]/$d, $n[1]/$d, $n[2]/$d] : [0,0,0];
}
print $fh <<EOF;
<library_geometries>
<geometry id="$name">
<mesh>
<source id="$name-Position">
<float_array id="$name-Position-array" count="@{[ $num_verts*3 ]}">
EOF
for my $n (0..$num_verts-1) {
printf $fh "%.6f %.6f %.6f\n", $obj->{verts}[$n*3]*SCALE, $obj->{verts}[$n*3+1]*SCALE, $obj->{verts}[$n*3+2]*SCALE;
}
print $fh <<EOF;
</float_array>
<technique_common>
<accessor source="#$name-Position-array" count="$num_verts" stride="3">
<param name="X" type="float"/>
<param name="Y" type="float"/>
<param name="Z" type="float"/>
</accessor>
</technique_common>
</source>
<source id="$name-Normal0">
<float_array id="$name-Normal0-array" count="@{[ $num_verts*3 ]}">
EOF
for my $n (0..$num_verts-1) {
printf $fh "%.6f %.6f %.6f\n", @{$vertex_normals[$n]};
}
my @uvs;
for my $prim (@{ $obj->{prims} }) {
my ($u0,$v0, $u1,$v1) = $atlas->get_texcoords(texture_filename($prim));
if (@{ $prim->{idxs} } == 3) {
push @uvs, $u0,$v0, $u0,$v1, $u1,$v1;
} elsif (@{ $prim->{idxs} } == 4) {
push @uvs, $u0,$v0, $u0,$v1, $u1,$v1, $u1,$v0;
} else {
push @uvs, ($u1,$v0) x @{ $prim->{idxs} };
}
}
my $num_uvs = @uvs/2;
print $fh <<EOF;
</float_array>
<technique_common>
<accessor source="#$name-Normal0-array" count="$num_verts" stride="3">
<param name="X" type="float"/>
<param name="Y" type="float"/>
<param name="Z" type="float"/>
</accessor>
</technique_common>
</source>
<source id="$name-UV0">
<float_array id="$name-UV0-array" count="@{[ $num_uvs*2 ]}">
@uvs
</float_array>
<technique_common>
<accessor source="#$name-UV0-array" count="$num_uvs" stride="2">
<param name="S" type="float"/>
<param name="T" type="float"/>
</accessor>
</technique_common>
</source>
<vertices id="$name-Vertex">
<input semantic="POSITION" source="#$name-Position"/>
</vertices>
<polygons count="$num_prims">
<input semantic="VERTEX" offset="0" source="#$name-Vertex"/>
<input semantic="NORMAL" offset="1" source="#$name-Normal0"/>
<input semantic="TEXCOORD" offset="2" set="0" source="#$name-UV0"/>
EOF
my $i = 0;
my $j = 0;
for my $prim (@{ $obj->{prims} }) {
print $fh "<p>";
for (@{ $prim->{idxs} }) {
print $fh "$_ $_ $j ";
++$j;
}
++$i;
print $fh "</p>\n";
}
print $fh <<EOF;
</polygons>
</mesh>
</geometry>
</library_geometries>
EOF
}
sub write_mesh
{
my ($obj, $atlas, $name, $fh) = @_;
print $fh <<EOF;
<?xml version="1.0" encoding="utf-8"?>
<COLLADA xmlns="http://www.collada.org/2005/11/COLLADASchema" version="1.4.0">
<asset>
<unit meter="0.025400"/>
<up_axis>Y_UP</up_axis>
</asset>
EOF
write_geometries($obj, $atlas, $name, $fh);
print $fh <<EOF;
<library_visual_scenes>
<visual_scene id="RootNode" name="RootNode">
<node name="$name\_node">
<instance_geometry url="#$name"/>
</node>
</visual_scene>
</library_visual_scenes>
<scene>
<instance_visual_scene url="#RootNode"/>
</scene>
</COLLADA>
EOF
}
sub write_joint
{
my ($joint, $fh, $indent) = @_;
print $fh qq[$indent<node id="prop-$joint->{name}" name="prop-$joint->{name}" type="JOINT">\n];
print $fh qq[$indent <translate>] . (sprintf "%.6f %.6f %.6f", map $_*SCALE, $joint->{offset}[0], $joint->{offset}[1], -$joint->{offset}[2]) . qq[</translate>\n];
for my $c (@{ $joint->{children} }) {
write_joint($c, $fh, "$indent ");
}
print $fh qq[$indent</node>\n];
}
sub write_skeleton
{
my ($skeleton, $rootobj, $atlas, $name, $fh) = @_;
print $fh <<EOF;
<?xml version="1.0" encoding="utf-8"?>
<COLLADA xmlns="http://www.collada.org/2005/11/COLLADASchema" version="1.4.0">
<asset>
<unit meter="0.025400"/>
<up_axis>Y_UP</up_axis>
</asset>
EOF
write_geometries($rootobj, $atlas, $name, $fh);
print $fh <<EOF;
<library_visual_scenes>
<visual_scene id="RootNode">
<node type="NODE" name="$name\_node">
<rotate>0 1.0 0 180</rotate>
<instance_geometry url="#$name"/>
EOF
write_joint($_, $fh, " ") for @$skeleton;
print $fh <<EOF;
</node>
</visual_scene>
</library_visual_scenes>
<scene>
<instance_visual_scene url="#RootNode"/>
</scene>
</COLLADA>
EOF
}
sub extract_joint_names
{
my ($joint) = @_;
return ($joint->{name}, map { extract_joint_names($_) } @{ $joint->{children} });
}
sub texture_filename
{
my ($prim) = @_;
if ($prim->{texture}) {
my $base = "$prim->{texture}";
my @files = ("${base}.tga", "${base}00.tga", "${base}00.bmp", "${base}00.BMP");
push @files, map { lc $_ } @files;
@files = grep { -e "$SOURCE/unittextures/tatex/$_" } @files;
die "can't find $prim->{texture}" unless @files;
return "$SOURCE/unittextures/tatex/$files[0]";
} else {
return SpringPalette::get_image($prim->{palette});
}
}
sub write_skeleton_actor
{
my ($skeleton, $name, $fh) = @_;
print $fh <<EOF;
<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="100" name="Base">
<mesh>spring/$name.dae</mesh>
<texture>spring/$name.tga</texture>
<props>
<prop actor="props/units/weapons/spear_gold.xml" attachpoint="projectile"/>
EOF
my @joints = map { extract_joint_names($_) } @$skeleton;
for my $n (@joints[1..$#joints]) {
print $fh qq[ <prop actor="spring/$name-$n.xml" attachpoint="$n"/>\n];
}
print $fh <<EOF;
</props>
</variant>
</group>
<material>player_trans.xml</material>
</actor>
EOF
}
sub write_mesh_actor
{
my ($mesh, $prefix, $name, $fh) = @_;
#warn Dumper $mesh;
print $fh <<EOF;
<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="100" name="Base">
<mesh>spring/$name.dae</mesh>
<texture>spring/$prefix.tga</texture>
</variant>
</group>
<material>player_trans.xml</material>
</actor>
EOF
}
sub write_entity
{
my ($prefix, $fh) = @_;
print $fh <<EOF;
<?xml version="1.0" encoding="utf-8"?>
<Entity parent="template_unit_infantry_ranged">
<Identity>
<Civ>hele</Civ>
<SpecificName>$prefix</SpecificName>
</Identity>
<Promotion>
<Entity>???</Entity>
</Promotion>
<UnitMotion>
<WalkSpeed>9.0</WalkSpeed>
</UnitMotion>
<VisualActor>
<Actor>spring/$prefix.xml</Actor>
</VisualActor>
EOF
if ($prefix =~ /^(armaas|armbats|corcrus)$/) {
print $fh <<EOF;
<Position>
<Floating>true</Floating>
</Position>
EOF
}
print $fh <<EOF;
</Entity>
EOF
}
sub extract_textures
{
my ($obj, $atlas) = @_;
my @meshes;
my @prims = grep { @{ $_->{idxs} } >= 3 } @{ $obj->{prims} };
for (@prims) {
$atlas->add(texture_filename($_));
}
extract_textures($_, $atlas) for @{ $obj->{children} };
}
sub extract_meshes
{
my ($obj) = @_;
my @prims = grep { @{ $_->{idxs} } >= 3 } @{ $obj->{prims} };
my @meshes;
push @meshes, { name => $obj->{name}, verts => $obj->{verts}, prims => \@prims };
push @meshes, map { extract_meshes($_) } @{ $obj->{children} };
return @meshes;
}
sub extract_skeleton
{
my ($obj) = @_;
return { name => $obj->{name}, offset => $obj->{offset}, children => [ map { extract_skeleton($_) } @{ $obj->{children} } ] };
}
sub write_model
{
my ($prefix, $model) = @_;
my $atlas = new TextureAtlas(256);
extract_textures($model, $atlas);
$atlas->finish("$ROOT/art/textures/skins/spring/$prefix.tga");
my @meshes = extract_meshes($model);
#print Dumper \@meshes;
#exit;
my @skeleton = extract_skeleton($model);
#print Dumper \@skeleton;
{
open my $fhm, '>', "$ROOT/art/meshes/spring/$prefix.dae" or die $!;
write_skeleton(\@skeleton, $meshes[0], $atlas, $prefix, $fhm);
open my $fha, '>', "$ROOT/art/actors/spring/$prefix.xml" or die $!;
write_skeleton_actor(\@skeleton, $prefix, $fha);
}
for my $mesh (@meshes[1..$#meshes]) {
my $name = $prefix.'-'.$mesh->{name};
open my $fhm, '>', "$ROOT/art/meshes/spring/$name.dae" or die $!;
write_mesh($mesh, $atlas, $name, $fhm);
open my $fha, '>', "$ROOT/art/actors/spring/$name.xml" or die $!;
write_mesh_actor($mesh, $prefix, $name, $fha);
}
{
open my $fhe, '>', "$ROOT/simulation/templates/spring/$prefix.xml" or die $!;
write_entity($prefix, $fhe);
}
}
#for my $n (qw(armpw armcom KrogTaar armlab corak corlab)) {
for my $n (map { (/.*\/(.*)\.3do/)[0] } grep /\/(cor|arm)[a-z]+\./, <$SOURCE/Objects3d/*.3do>) {
print "$n\n";
open my $t, "$SOURCE/Objects3d/$n.3do" or die "$n: $!";
binmode $t;
my $model = parse_3do($t);
#print Dumper $model;
write_model($n, $model);
}