/* Copyright (C) 2021 Wildfire Games. * This file is part of 0 A.D. * * 0 A.D. 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 2 of the License, or * (at your option) any later version. * * 0 A.D. 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 0 A.D. If not, see . */ #include "precompiled.h" #include "PSAConvert.h" #include "CommonConvert.h" #include "FCollada.h" #include "FCDocument/FCDocument.h" #include "FCDocument/FCDocumentTools.h" #include "FCDocument/FCDAnimated.h" #include "FCDocument/FCDAnimationCurve.h" #include "FCDocument/FCDAnimationKey.h" #include "FCDocument/FCDController.h" #include "FCDocument/FCDControllerInstance.h" #include "FCDocument/FCDExtra.h" #include "FCDocument/FCDGeometry.h" #include "FCDocument/FCDGeometryMesh.h" #include "FCDocument/FCDGeometryPolygons.h" #include "FCDocument/FCDGeometrySource.h" #include "FCDocument/FCDSceneNode.h" #include "StdSkeletons.h" #include "Decompose.h" #include "Maths.h" #include "GeomReindex.h" #include #include #include #include #include class PSAConvert { public: /** * Converts a COLLADA XML document into the PSA animation format. * * @param input XML document to parse * @param output callback for writing the PSA data; called lots of times * with small strings * @param xmlErrors output - errors reported by the XML parser * @throws ColladaException on failure */ static void ColladaToPSA(const char* input, OutputCB& output, std::string& xmlErrors) { CommonConvert converter(input, xmlErrors); if (converter.GetInstance().GetType() == FCDEntityInstance::CONTROLLER) { FCDControllerInstance& controllerInstance = static_cast(converter.GetInstance()); FixSkeletonRoots(controllerInstance); assert(converter.GetInstance().GetEntity()->GetType() == FCDEntity::CONTROLLER); // assume this is always true? FCDController* controller = static_cast(converter.GetInstance().GetEntity()); FCDSkinController* skin = controller->GetSkinController(); REQUIRE(skin != NULL, "is skin controller"); const Skeleton& skeleton = FindSkeleton(controllerInstance); float frameLength = 1.f / 30.f; // currently we always want to create PMDs at fixed 30fps // Find the extents of the animation: float timeStart = 0, timeEnd = 0; GetAnimationRange(converter.GetDocument(), skeleton, controllerInstance, timeStart, timeEnd); // To catch broken animations / skeletons.xml: REQUIRE(timeEnd > timeStart, "animation end frame must come after start frame"); // Count frames; don't include the last keyframe size_t frameCount = (size_t)((timeEnd - timeStart) / frameLength - 0.5f); REQUIRE(frameCount > 0, "animation must have frames"); // (TODO: sort out the timing/looping problems) const size_t boneCount = skeleton.GetBoneCount(); if (boneCount > 64) Log(LOG_ERROR, "Skeleton has too many bones %zu/64", boneCount); std::vector boneTransforms; for (size_t frame = 0; frame < frameCount; ++frame) { float time = timeStart + frameLength * frame; BoneTransform boneDefault = { { 0, 0, 0 }, { 0, 0, 0, 1 } }; std::vector frameBoneTransforms(boneCount, boneDefault); // Move the model into the new animated pose // (We can't tell exactly which nodes should be animated, so // just update the entire world recursively) EvaluateAnimations(converter.GetRoot(), time); // Convert the pose into the form require by the game for (size_t i = 0; i < controllerInstance.GetJointCount(); ++i) { FCDSceneNode* joint = controllerInstance.GetJoint(i); int boneId = skeleton.GetRealBoneID(joint->GetName().c_str()); if (boneId < 0) continue; // not a recognised bone - ignore it, same as before FMMatrix44 worldTransform = joint->CalculateWorldTransform(); HMatrix matrix; memcpy(matrix, worldTransform.Transposed().m, sizeof(matrix)); AffineParts parts; decomp_affine(matrix, &parts); BoneTransform b = { { parts.t.x, parts.t.y, parts.t.z }, { parts.q.x, parts.q.y, parts.q.z, parts.q.w } }; frameBoneTransforms[boneId] = b; } // Push frameBoneTransforms onto the back of boneTransforms copy(frameBoneTransforms.begin(), frameBoneTransforms.end(), std::inserter(boneTransforms, boneTransforms.end())); } // Convert into game's coordinate space TransformVertices(boneTransforms, skin->GetBindShapeTransform(), converter.IsYUp(), converter.IsXSI()); // Write out the file WritePSA(output, frameCount, boneCount, boneTransforms); } else { throw ColladaException("Unrecognised object type"); } } /** * Writes the animation data in the PSA format. */ static void WritePSA(OutputCB& output, size_t frameCount, size_t boneCount, const std::vector& boneTransforms) { output("PSSA", 4); // magic number write(output, (uint32)1); // version number write(output, (uint32)( 4 + 0 + // name 4 + // frameLength 4 + 4 + // numBones, numFrames 7*4*boneCount*frameCount // boneStates )); // data size // Name write(output, (uint32)0); // Frame length write(output, 1000.f/30.f); write(output, (uint32)boneCount); write(output, (uint32)frameCount); for (size_t i = 0; i < boneCount*frameCount; ++i) { output((char*)&boneTransforms[i], 7*4); } } static void TransformVertices(std::vector& bones, const FMMatrix44& transform, bool yUp, bool isXSI) { // HACK: we want to handle scaling in XSI because that makes it easy // for artists to adjust the models to the right size. But this way // doesn't work in Max, and I can't see how to make it do so, so this // is only applied to models from XSI. if (isXSI) { TransformBones(bones, DecomposeToScaleMatrix(transform), yUp); } else { TransformBones(bones, FMMatrix44_Identity, yUp); } } static void GetAnimationRange(const FColladaDocument& doc, const Skeleton& skeleton, const FCDControllerInstance& controllerInstance, float& timeStart, float& timeEnd) { // FCollada tools export info in the scene to specify the start // and end times. // If that isn't available, we have to search for the earliest and latest // keyframes on any of the bones. if (doc.GetDocument()->HasStartTime() && doc.GetDocument()->HasEndTime()) { timeStart = doc.GetDocument()->GetStartTime(); timeEnd = doc.GetDocument()->GetEndTime(); return; } // XSI exports relevant information in // // (and 'end' and 'frameRate') so use those if (GetAnimationRange_XSI(doc, timeStart, timeEnd)) return; timeStart = std::numeric_limits::max(); timeEnd = -std::numeric_limits::max(); for (size_t i = 0; i < controllerInstance.GetJointCount(); ++i) { const FCDSceneNode* joint = controllerInstance.GetJoint(i); REQUIRE(joint != NULL, "joint exists"); int boneId = skeleton.GetBoneID(joint->GetName().c_str()); if (boneId < 0) { // unrecognised joint - it's probably just a prop point // or something, so ignore it continue; } // Skip unanimated joints if (joint->GetTransformCount() == 0) continue; for (size_t j = 0; j < joint->GetTransformCount(); ++j) { const FCDTransform* transform = joint->GetTransform(j); if (! transform->IsAnimated()) continue; // Iterate over all curves to find the earliest and latest keys const FCDAnimated* anim = transform->GetAnimated(); const FCDAnimationCurveListList& curvesList = anim->GetCurves(); for (size_t k = 0; k < curvesList.size(); ++k) { const FCDAnimationCurveTrackList& curves = curvesList[k]; for (size_t l = 0; l < curves.size(); ++l) { const FCDAnimationCurve* curve = curves[l]; timeStart = std::min(timeStart, curve->GetKeys()[0]->input); timeEnd = std::max(timeEnd, curve->GetKeys()[curve->GetKeyCount()-1]->input); } } } } } static bool GetAnimationRange_XSI(const FColladaDocument& doc, float& timeStart, float& timeEnd) { FCDExtra* extra = doc.GetExtra(); if (! extra) return false; FCDEType* type = extra->GetDefaultType(); if (! type) return false; FCDETechnique* technique = type->FindTechnique("XSI"); if (! technique) return false; FCDENode* scene = technique->FindChildNode("SI_Scene"); if (! scene) return false; float start = FLT_MAX, end = -FLT_MAX, framerate = 0.f; FCDENodeList paramNodes; scene->FindChildrenNodes("xsi_param", paramNodes); for (FCDENodeList::iterator it = paramNodes.begin(); it != paramNodes.end(); ++it) { if ((*it)->ReadAttribute("sid") == "start") start = FUStringConversion::ToFloat((*it)->GetContent()); else if ((*it)->ReadAttribute("sid") == "end") end = FUStringConversion::ToFloat((*it)->GetContent()); else if ((*it)->ReadAttribute("sid") == "frameRate") framerate = FUStringConversion::ToFloat((*it)->GetContent()); } if (framerate != 0.f && start != FLT_MAX && end != -FLT_MAX) { timeStart = start / framerate; timeEnd = end / framerate; return true; } return false; } static void EvaluateAnimations(FCDSceneNode& node, float time) { for (size_t i = 0; i < node.GetTransformCount(); ++i) { FCDTransform* transform = node.GetTransform(i); FCDAnimated* anim = transform->GetAnimated(); if (anim) anim->Evaluate(time); } for (size_t i = 0; i < node.GetChildrenCount(); ++i) EvaluateAnimations(*node.GetChild(i), time); } }; // The above stuff is just in a class since I don't like having to bother // with forward declarations of functions - but provide the plain function // interface here: void ColladaToPSA(const char* input, OutputCB& output, std::string& xmlErrors) { PSAConvert::ColladaToPSA(input, output, xmlErrors); }