server/contrib/vmap_extractor_v2/vmapextract/model.cpp

261 lines
7 KiB
C++

//#include "common.h"
#include "model.h"
//#include "world.h"
#include <cassert>
#include <algorithm>
//int globalTime = 0;
Model::Model(std::string &filename) : filename(filename)
{
}
bool Model::open()
{
MPQFile f(filename.c_str());
ok = !f.isEof();
if (!ok)
{
f.close();
printf("Error loading model %s\n", filename.c_str());
return false;
}
memcpy(&header, f.getBuffer(), sizeof(ModelHeader));
if(header.nBoundingTriangles > 0) {
#if 0
animated = isAnimated(f);
if(animated)
{
f.close();
return false;
}
#endif
trans = 1.0f;
origVertices = (ModelVertex*)(f.getBuffer() + header.ofsVertices);
vertices = new Vec3D[header.nVertices];
normals = new Vec3D[header.nVertices];
for (size_t i=0; i<header.nVertices; i++)
{
origVertices[i].pos = fixCoordSystem(origVertices[i].pos);
origVertices[i].normal = fixCoordSystem(origVertices[i].normal);
vertices[i] = origVertices[i].pos;
normals[i] = origVertices[i].normal.normalize();
}
ModelView *view = (ModelView*)(f.getBuffer() + header.ofsViews);
uint16 *indexLookup = (uint16*)(f.getBuffer() + view->ofsIndex);
uint16 *triangles = (uint16*)(f.getBuffer() + view->ofsTris);
nIndices = view->nTris;
indices = new uint16[nIndices];
for (size_t i = 0; i<nIndices; i++)
{
indices[i] = indexLookup[triangles[i]];
}
f.close();
} else {
//printf("not included %s\n", filename.c_str());
return false;
}
return true;
}
bool Model::isAnimated(MPQFile &f)
{
// see if we have any animated bones
ModelBoneDef *bo = (ModelBoneDef*)(f.getBuffer() + header.ofsBones);
animGeometry = false;
animBones = false;
ind = false;
ModelVertex *verts = (ModelVertex*)(f.getBuffer() + header.ofsVertices);
for (size_t i=0; i<header.nVertices && !animGeometry; i++) {
for (size_t b=0; b<4; b++) {
if (verts[i].weights[b]>0) {
ModelBoneDef &bb = bo[verts[i].bones[b]];
if (bb.translation.type || bb.rotation.type || bb.scaling.type || (bb.flags&8)) {
if (bb.flags&8) {
// if we have billboarding, the model will need per-instance animation
ind = true;
}
animGeometry = true;
break;
}
}
}
}
if (animGeometry) animBones = true;
else {
for (size_t i=0; i<header.nBones; i++) {
ModelBoneDef &bb = bo[i];
if (bb.translation.type || bb.rotation.type || bb.scaling.type) {
animBones = true;
break;
}
}
}
animTextures = header.nTexAnims > 0;
bool animMisc = header.nCameras>0 || // why waste time, pretty much all models with cameras need animation
header.nLights>0 || // same here
header.nParticleEmitters>0 ||
header.nRibbonEmitters>0;
if (animMisc) animBones = true;
// animated colors
if (header.nColors) {
ModelColorDef *cols = (ModelColorDef*)(f.getBuffer() + header.ofsColors);
for (size_t i=0; i<header.nColors; i++) {
if (cols[i].color.type!=0 || cols[i].opacity.type!=0) {
animMisc = true;
break;
}
}
}
// animated opacity
if (header.nTransparency && !animMisc) {
ModelTransDef *trs = (ModelTransDef*)(f.getBuffer() + header.ofsTransparency);
for (size_t i=0; i<header.nTransparency; i++) {
if (trs[i].trans.type!=0) {
animMisc = true;
break;
}
}
}
// guess not...
return animGeometry || animTextures || animMisc;
}
bool Model::ConvertToVMAPModel(char * outfilename)
{
int N[] = {0x00000000};
FILE * output=fopen(outfilename,"wb");
if(!output)
{
printf("Can't create the output file '%s'\n",outfilename);
return false;
}
fwrite("VMAP002",8,1,output);
int nVertices = header.nVertices;
fwrite(&nVertices, sizeof(int), 1, output);
uint32 nofgroups = 1;
fwrite(&nofgroups,sizeof(uint32), 1, output);
fwrite(N,4,1,output);
fwrite("GRP ",4,1,output);
uint32 branches = 1;
int wsize;
wsize = sizeof(branches) + sizeof(uint32) * branches;
fwrite(&wsize, sizeof(int), 1, output);
fwrite(&branches,sizeof(branches), 1, output);
uint32 nIdexes = (uint32) nIndices;
fwrite(&nIndices,sizeof(uint32), 1, output);
fwrite("INDX",4, 1, output);
wsize = sizeof(uint32) + sizeof(unsigned short) * nIdexes;
fwrite(&wsize, sizeof(int), 1, output);
fwrite(&nIdexes, sizeof(uint32), 1, output);
if(nIdexes >0)
{
fwrite(indices, sizeof(unsigned short), nIdexes, output);
}
fwrite("VERT",4, 1, output);
wsize = sizeof(int) + sizeof(float) * 3 * nVertices;
fwrite(&wsize, sizeof(int), 1, output);
fwrite(&nVertices, sizeof(int), 1, output);
if(nVertices >0)
{
for(int vpos=0; vpos <nVertices; ++vpos)
{
float sy = vertices[vpos].y;
vertices[vpos].y = vertices[vpos].z;
vertices[vpos].z = sy;
}
fwrite(vertices, sizeof(float)*3, nVertices, output);
}
delete[] vertices;
delete[] indices;
delete[] normals;
fclose(output);
return true;
}
Model::~Model()
{
}
Vec3D fixCoordSystem(Vec3D v)
{
return Vec3D(v.x, v.z, -v.y);
}
Vec3D fixCoordSystem2(Vec3D v)
{
return Vec3D(v.x, v.z, v.y);
}
ModelInstance::ModelInstance(MPQFile &f,const char* ModelInstName,const char*MapName, FILE *pDirfile)
{
float ff[3];
f.read(&d1, 4);
f.read(ff,12);
pos = Vec3D(ff[0],ff[1],ff[2]);
f.read(ff,12);
rot = Vec3D(ff[0],ff[1],ff[2]);
f.read(&scale,4);
// scale factor - divide by 1024. blizzard devs must be on crack, why not just use a float?
sc = scale / 1024.0f;
char tempname[512];
sprintf(tempname, ".\\buildings\\%s", ModelInstName);
FILE *input;
input = fopen(tempname, "r+b");
if(!input)
{
return;
}
fseek(input, 8, SEEK_SET); // get the correct no of vertices
int nVertices;
fread(&nVertices, sizeof (int), 1, input);
fclose(input);
if(nVertices == 0)
{
return;
}
if(pDirfile)
{
int realx1 = (int) ((float) pos.x / 533.333333f);
int realy1 = (int) ((float) pos.z / 533.333333f);
int realx2 = (int) ((float) pos.x / 533.333333f);
int realy2 = (int) ((float) pos.z / 533.333333f);
fprintf(pDirfile,"%s/%s %f,%f,%f_%f,%f,%f %f %d %d %d,%d %d\n",
MapName,
ModelInstName,
(float) pos.x, (float) pos.y, (float) pos.z,
(float) rot.x, (float) rot.y, (float) rot.z,
sc,
nVertices,
realx1, realy1,
realx2, realy2
);
}
}