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