//----------------------------------------------------------------------------- // Copyright (c) 2012 GarageGames, LLC // // 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. //----------------------------------------------------------------------------- #include "core/strings/stringFunctions.h" #include "core/util/endian.h" #include "ts/tsShapeInstance.h" //------------------------------------------------- // put old skins into object list //------------------------------------------------- void TSShape::fixupOldSkins(S32 numMeshes, S32 numSkins, S32 numDetails, S32 * detailFirstSkin, S32 * detailNumSkins) { #if !defined(TORQUE_MAX_LIB) // this method not necessary in exporter, and a couple lines won't compile for exporter if (!mObjects.address() || !mMeshes.address() || !numSkins) // not ready for this yet, will catch it on the next pass return; S32 numObjects = mObjects.size(); TSObject * newObjects = mObjects.address() + mObjects.size(); TSSkinMesh ** skins = (TSSkinMesh**)&mMeshes[numMeshes]; Vector skinsCopy; // Note: newObjects has as much free space as we need, so we just need to keep track of the // number of objects we use and then update objects.size S32 numSkinObjects = 0; S32 skinsUsed = 0; S32 emptySkins = 0; S32 i; for (i=0; iwrite(a.size() - m); \ for (S32 i=m;iwrite(a.size() - m); \ for (S32 i=m;iwrite(a[i]); \ } // same as above with m=0 #define writeVectorStruct(a) writeVectorStructMinus(a,0) #define writeVectorSimple(a) writeVectorSimpleMinus(a,0) // read a vector of structs -- over-writing any existing data #define readVectorStruct(a) \ { \ S32 sz; \ s->read(&sz); \ a.setSize(sz); \ for (S32 i=0;iread(&sz); \ a.setSize(sz); \ for (S32 i=0;iread(&a[i]); \ } // read a vector of structs -- append to any existing data #define appendVectorStruct(a) \ { \ S32 sz; \ S32 oldSz = a.size(); \ s->read(&sz); \ a.setSize(oldSz + sz); \ for (S32 i=0;iread(&sz); \ a.setSize(oldSz + sz); \ for (S32 i=0;iread(&a[i + oldSz]); \ } //------------------------------------------------- // export all sequences //------------------------------------------------- void TSShape::exportSequences(Stream * s) { // write version s->write(smVersion); S32 i,sz; // write node names // -- this is how we will map imported sequence nodes to shape nodes sz = mNodes.size(); s->write(sz); for (i=0;iwrite(0); // on import, we will need to adjust keyframe data based on number of // nodes/objects in this shape...number of nodes can be inferred from // above, but number of objects cannot be. Write that quantity here: s->write(mObjects.size()); // write node states -- skip default node states s->write(mNodeRotations.size()); for (i=0;iwrite(mNodeRotations[i].x); s->write(mNodeRotations[i].y); s->write(mNodeRotations[i].z); s->write(mNodeRotations[i].w); } s->write(mNodeTranslations.size()); for (i=0;iwrite(mNodeTranslations[i].x); s->write(mNodeTranslations[i].y); s->write(mNodeTranslations[i].z); } s->write(mNodeUniformScales.size()); for (i=0;iwrite(mNodeUniformScales[i]); s->write(mNodeAlignedScales.size()); for (i=0;iwrite(mNodeAlignedScales[i].x); s->write(mNodeAlignedScales[i].y); s->write(mNodeAlignedScales[i].z); } s->write(mNodeArbitraryScaleRots.size()); for (i=0;iwrite(mNodeArbitraryScaleRots[i].x); s->write(mNodeArbitraryScaleRots[i].y); s->write(mNodeArbitraryScaleRots[i].z); s->write(mNodeArbitraryScaleRots[i].w); } for (i=0;iwrite(mNodeArbitraryScaleFactors[i].x); s->write(mNodeArbitraryScaleFactors[i].y); s->write(mNodeArbitraryScaleFactors[i].z); } s->write(mGroundTranslations.size()); for (i=0;iwrite(mGroundTranslations[i].x); s->write(mGroundTranslations[i].y); s->write(mGroundTranslations[i].z); } for (i=0;iwrite(mGroundRotations[i].x); s->write(mGroundRotations[i].y); s->write(mGroundRotations[i].z); s->write(mGroundRotations[i].w); } // write object states -- legacy..no object states s->write((S32)0); // write sequences s->write(mSequences.size()); for (i=0;i don't write name index } // write out all the triggers... s->write(mTriggers.size()); for (i=0; iwrite(mTriggers[i].state); s->write(mTriggers[i].pos); } } //------------------------------------------------- // export a single sequence //------------------------------------------------- void TSShape::exportSequence(Stream * s, const TSShape::Sequence& seq, bool saveOldFormat) { S32 currentVersion = smVersion; if ( saveOldFormat ) smVersion = 24; // write version s->write(smVersion); // write node names s->write( mNodes.size() ); for ( S32 i = 0; i < mNodes.size(); i++ ) writeName( s, mNodes[i].nameIndex ); // legacy write -- write zero objects, don't pretend to support object export anymore s->write( (S32)0 ); // on import, we will need to adjust keyframe data based on number of // nodes/objects in this shape...number of nodes can be inferred from // above, but number of objects cannot be. Write that quantity here: s->write( mObjects.size() ); // write node states -- skip default node states S32 count = seq.rotationMatters.count() * seq.numKeyframes; s->write( count ); for ( S32 i = seq.baseRotation; i < seq.baseRotation + count; i++ ) { s->write( mNodeRotations[i].x ); s->write( mNodeRotations[i].y ); s->write( mNodeRotations[i].z ); s->write( mNodeRotations[i].w ); } count = seq.translationMatters.count() * seq.numKeyframes; s->write( count ); for ( S32 i = seq.baseTranslation; i < seq.baseTranslation + count; i++ ) { s->write( mNodeTranslations[i].x ); s->write( mNodeTranslations[i].y ); s->write( mNodeTranslations[i].z ); } count = seq.scaleMatters.count() * seq.numKeyframes; if ( seq.animatesUniformScale() ) { s->write( count ); for ( S32 i = seq.baseScale; i < seq.baseScale + count; i++ ) s->write( mNodeUniformScales[i] ); } else s->write( (S32)0 ); if ( seq.animatesAlignedScale() ) { s->write( count ); for ( S32 i = seq.baseScale; i < seq.baseScale + count; i++ ) { s->write( mNodeAlignedScales[i].x ); s->write( mNodeAlignedScales[i].y ); s->write( mNodeAlignedScales[i].z ); } } else s->write( (S32)0 ); if ( seq.animatesArbitraryScale() ) { s->write( count ); for ( S32 i = seq.baseScale; i < seq.baseScale + count; i++ ) { s->write( mNodeArbitraryScaleRots[i].x ); s->write( mNodeArbitraryScaleRots[i].y ); s->write( mNodeArbitraryScaleRots[i].z ); s->write( mNodeArbitraryScaleRots[i].w ); } for ( S32 i = seq.baseScale; i < seq.baseScale + count; i++ ) { s->write( mNodeArbitraryScaleFactors[i].x ); s->write( mNodeArbitraryScaleFactors[i].y ); s->write( mNodeArbitraryScaleFactors[i].z ); } } else s->write( (S32)0 ); s->write( seq.numGroundFrames ); for ( S32 i = seq.firstGroundFrame; i < seq.firstGroundFrame + seq.numGroundFrames; i++ ) { s->write( mGroundTranslations[i].x ); s->write( mGroundTranslations[i].y ); s->write( mGroundTranslations[i].z ); } for ( S32 i = seq.firstGroundFrame; i < seq.firstGroundFrame + seq.numGroundFrames; i++ ) { s->write( mGroundRotations[i].x ); s->write( mGroundRotations[i].y ); s->write( mGroundRotations[i].z ); s->write( mGroundRotations[i].w ); } // write object states -- legacy..no object states s->write( (S32)0 ); // write the sequence s->write( (S32)1 ); writeName( s, seq.nameIndex ); { // Write a copy of the sequence with all offsets set to 0 TSShape::Sequence tmpSeq(seq); tmpSeq.baseDecalState = 0; tmpSeq.baseObjectState = 0; tmpSeq.baseTranslation = 0; tmpSeq.baseRotation = 0; tmpSeq.baseScale = 0; tmpSeq.firstGroundFrame = 0; tmpSeq.firstTrigger = 0; tmpSeq.write( s, false ); } // write the sequence triggers s->write( seq.numTriggers ); for ( S32 i = seq.firstTrigger; i < seq.firstTrigger + seq.numTriggers; i++ ) { s->write( mTriggers[i].state ); s->write( mTriggers[i].pos ); } smVersion = currentVersion; } //------------------------------------------------- // import sequences into existing shape //------------------------------------------------- bool TSShape::importSequences(Stream * s, const String& sequencePath) { // write version s->read(&smReadVersion); if (smReadVersion>smVersion) { // error -- don't support future version yet :> Con::errorf(ConsoleLogEntry::General, "Sequence import failed: shape exporter newer than running executable."); return false; } if (smReadVersion<19) { // error -- don't support future version yet :> Con::errorf(ConsoleLogEntry::General, "Sequence import failed: deprecated version (%i).",smReadVersion); return false; } Vector nodeMap; // node index of each node from imported sequences Vector objectMap; // object index of objects from imported sequences VECTOR_SET_ASSOCIATION(nodeMap); VECTOR_SET_ASSOCIATION(objectMap); S32 i,sz; // read node names // -- this is how we will map imported sequence nodes to our nodes s->read(&sz); nodeMap.setSize(sz); for (i=0;i remove the added node name if (mNames.size() != startSize) { mNames.decrement(); if (mNames.size() != startSize) Con::errorf(ConsoleLogEntry::General, "TSShape::importSequence: failed to remove unused node correctly for dsq %s.", mNames[nameIndex].c_str(), sequencePath.c_str()); } } } // read the following size, but won't do anything with it...legacy: was going to support // import of sequences that animate objects...we don't... s->read(&sz); // before reading keyframes, take note of a couple numbers S32 oldShapeNumObjects; s->read(&oldShapeNumObjects); // adjust all the new keyframes S32 adjNodeRots = smReadVersion<22 ? mNodeRotations.size() - nodeMap.size() : mNodeRotations.size(); S32 adjNodeTrans = smReadVersion<22 ? mNodeTranslations.size() - nodeMap.size() : mNodeTranslations.size(); S32 adjGroundStates = smReadVersion<22 ? 0 : mGroundTranslations.size(); // groundTrans==groundRot // Read the node states into temporary vectors, then use the // nodeMap to discard unused transforms and map others to our nodes Vector seqRotations; Vector seqTranslations; Vector seqUniformScales; Vector seqAlignedScales; Vector seqArbitraryScaleRots; Vector seqArbitraryScaleFactors; if (smReadVersion>21) { s->read(&sz); seqRotations.setSize(sz); for (i=0; i < sz; i++) { s->read(&seqRotations[i].x); s->read(&seqRotations[i].y); s->read(&seqRotations[i].z); s->read(&seqRotations[i].w); } s->read(&sz); seqTranslations.setSize(sz); for (i=0; i read(&seqTranslations[i].x); s->read(&seqTranslations[i].y); s->read(&seqTranslations[i].z); } s->read(&sz); seqUniformScales.setSize(sz); for (i = 0; i < sz; i++) s->read(&seqUniformScales[i]); s->read(&sz); seqAlignedScales.setSize(sz); for (i = 0; i < sz; i++) { s->read(&seqAlignedScales[i].x); s->read(&seqAlignedScales[i].y); s->read(&seqAlignedScales[i].z); } s->read(&sz); seqArbitraryScaleRots.setSize(sz); for (i = 0; i read(&seqArbitraryScaleRots[i].x); s->read(&seqArbitraryScaleRots[i].y); s->read(&seqArbitraryScaleRots[i].z); s->read(&seqArbitraryScaleRots[i].w); } seqArbitraryScaleFactors.setSize(sz); for (i = 0; i < sz; i++) { s->read(&seqArbitraryScaleFactors[i].x); s->read(&seqArbitraryScaleFactors[i].y); s->read(&seqArbitraryScaleFactors[i].z); } // ground transforms can be read directly into the shape (none will be // discarded) s->read(&sz); S32 oldSz = mGroundTranslations.size(); mGroundTranslations.setSize(sz+oldSz); for (i=oldSz;iread(&mGroundTranslations[i].x); s->read(&mGroundTranslations[i].y); s->read(&mGroundTranslations[i].z); } mGroundRotations.setSize(sz+oldSz); for (i=oldSz;iread(&mGroundRotations[i].x); s->read(&mGroundRotations[i].y); s->read(&mGroundRotations[i].z); s->read(&mGroundRotations[i].w); } } else { s->read(&sz); seqRotations.setSize(sz); seqTranslations.setSize(sz); for (i = 0; i < sz; i++) { s->read(&seqRotations[i].x); s->read(&seqRotations[i].y); s->read(&seqRotations[i].z); s->read(&seqRotations[i].w); s->read(&seqTranslations[i].x); s->read(&seqTranslations[i].y); s->read(&seqTranslations[i].z); } } // add these object states to our own -- shouldn't be any...assume it s->read(&sz); // read sequences s->read(&sz); S32 startSeqNum = mSequences.size(); for (i=0;i 21) { if (seq.animatesUniformScale()) seq.baseScale = mNodeUniformScales.size(); else if (seq.animatesAlignedScale()) seq.baseScale = mNodeAlignedScales.size(); else if (seq.animatesArbitraryScale()) seq.baseScale = mNodeArbitraryScaleFactors.size(); } // remap the node matters arrays S32 j; TSIntegerSet newTransMembership; TSIntegerSet newRotMembership; TSIntegerSet newScaleMembership; for (j = 0; j < (S32)nodeMap.size(); j++) { if (nodeMap[j] < 0) continue; if (seq.translationMatters.test(j)) newTransMembership.set(nodeMap[j]); if (seq.rotationMatters.test(j)) newRotMembership.set(nodeMap[j]); if (seq.scaleMatters.test(j)) newScaleMembership.set(nodeMap[j]); } // resize node transform arrays mNodeTranslations.increment(newTransMembership.count() * seq.numKeyframes); mNodeRotations.increment(newRotMembership.count() * seq.numKeyframes); if (seq.flags & TSShape::ArbitraryScale) { S32 scaleCount = newScaleMembership.count() * seq.numKeyframes; mNodeArbitraryScaleRots.increment(scaleCount); mNodeArbitraryScaleFactors.increment(scaleCount); } else if (seq.flags & TSShape::AlignedScale) mNodeAlignedScales.increment(newScaleMembership.count() * seq.numKeyframes); else mNodeUniformScales.increment(newScaleMembership.count() * seq.numKeyframes); // remap node transforms from temporary arrays for (S32 j = 0; j < nodeMap.size(); j++) { if (nodeMap[j] < 0) continue; if (newTransMembership.test(nodeMap[j])) { S32 src = seq.numKeyframes * seq.translationMatters.count(j); S32 dest = seq.baseTranslation + seq.numKeyframes * newTransMembership.count(nodeMap[j]); dCopyArray(&mNodeTranslations[dest], &seqTranslations[src], seq.numKeyframes); } if (newRotMembership.test(nodeMap[j])) { S32 src = seq.numKeyframes * seq.rotationMatters.count(j); S32 dest = seq.baseRotation + seq.numKeyframes * newRotMembership.count(nodeMap[j]); dCopyArray(&mNodeRotations[dest], &seqRotations[src], seq.numKeyframes); } if (newScaleMembership.test(nodeMap[j])) { S32 src = seq.numKeyframes * seq.scaleMatters.count(j); S32 dest = seq.baseScale + seq.numKeyframes * newScaleMembership.count(nodeMap[j]); if (seq.flags & TSShape::ArbitraryScale) { dCopyArray(&mNodeArbitraryScaleRots[dest], &seqArbitraryScaleRots[src], seq.numKeyframes); dCopyArray(&mNodeArbitraryScaleFactors[dest], &seqArbitraryScaleFactors[src], seq.numKeyframes); } else if (seq.flags & TSShape::AlignedScale) dCopyArray(&mNodeAlignedScales[dest], &seqAlignedScales[src], seq.numKeyframes); else dCopyArray(&mNodeUniformScales[dest], &seqUniformScales[src], seq.numKeyframes); } } seq.translationMatters = newTransMembership; seq.rotationMatters = newRotMembership; seq.scaleMatters = newScaleMembership; // adjust trigger numbers...we'll read triggers after sequences... seq.firstTrigger += mTriggers.size(); // finally, adjust ground transform's nodes states seq.firstGroundFrame += adjGroundStates; } if (smReadVersion<22) { for (i=startSeqNum; iread(&sz); mTriggers.setSize(oldSz+sz); for (S32 i=0; iread(&mTriggers[i+oldSz].state); s->read(&mTriggers[i+oldSz].pos); } if (smInitOnRead) init(); return true; } //------------------------------------------------- // read/write sequence //------------------------------------------------- void TSShape::Sequence::read(Stream * s, bool readNameIndex) { AssertISV(smReadVersion>=19,"Reading old sequence"); if (readNameIndex) s->read(&nameIndex); flags = 0; if (TSShape::smReadVersion>21) s->read(&flags); else flags=0; s->read(&numKeyframes); s->read(&duration); if (TSShape::smReadVersion<22) { bool tmp = false; s->read(&tmp); if (tmp) flags |= Blend; s->read(&tmp); if (tmp) flags |= Cyclic; s->read(&tmp); if (tmp) flags |= MakePath; } s->read(&priority); s->read(&firstGroundFrame); s->read(&numGroundFrames); if (TSShape::smReadVersion>21) { s->read(&baseRotation); s->read(&baseTranslation); s->read(&baseScale); s->read(&baseObjectState); s->read(&baseDecalState); } else { s->read(&baseRotation); baseTranslation=baseRotation; s->read(&baseObjectState); s->read(&baseDecalState); } s->read(&firstTrigger); s->read(&numTriggers); s->read(&toolBegin); // now the membership sets: rotationMatters.read(s); if (TSShape::smReadVersion<22) translationMatters=rotationMatters; else { translationMatters.read(s); scaleMatters.read(s); } TSIntegerSet dummy; dummy.read(s); // DEPRECIATED: Decals dummy.read(s); // DEPRECIATED: Ifl materials visMatters.read(s); frameMatters.read(s); matFrameMatters.read(s); dirtyFlags = 0; if (rotationMatters.testAll() || translationMatters.testAll() || scaleMatters.testAll()) dirtyFlags |= TSShapeInstance::TransformDirty; if (visMatters.testAll()) dirtyFlags |= TSShapeInstance::VisDirty; if (frameMatters.testAll()) dirtyFlags |= TSShapeInstance::FrameDirty; if (matFrameMatters.testAll()) dirtyFlags |= TSShapeInstance::MatFrameDirty; } void TSShape::Sequence::write(Stream * s, bool writeNameIndex) const { if (writeNameIndex) s->write(nameIndex); s->write(flags); s->write(numKeyframes); s->write(duration); s->write(priority); s->write(firstGroundFrame); s->write(numGroundFrames); s->write(baseRotation); s->write(baseTranslation); s->write(baseScale); s->write(baseObjectState); s->write(baseDecalState); s->write(firstTrigger); s->write(numTriggers); s->write(toolBegin); // now the membership sets: rotationMatters.write(s); translationMatters.write(s); scaleMatters.write(s); TSIntegerSet dummy; dummy.write(s); // DEPRECIATED: Decals dummy.write(s); // DEPRECIATED: Ifl materials visMatters.write(s); frameMatters.write(s); matFrameMatters.write(s); } void TSShape::writeName(Stream * s, S32 nameIndex) { const char * name = ""; if (nameIndex>=0) name = mNames[nameIndex]; S32 sz = (S32)dStrlen(name); s->write(sz); if (sz) s->write(sz*sizeof(char),name); } S32 TSShape::readName(Stream * s, bool addName) { static char buffer[256]; S32 sz; S32 nameIndex = -1; s->read(&sz); if (sz) { s->read(sz*sizeof(char),buffer); buffer[sz] = '\0'; nameIndex = findName(buffer); // Many modeling apps don't support spaces in names, so if the lookup // failed, try the name again with spaces replaced by underscores if (nameIndex < 0) { while (char *p = dStrchr(buffer, ' ')) *p = '_'; nameIndex = findName(buffer); } if (nameIndex<0 && addName) { nameIndex = mNames.size(); mNames.increment(); mNames.last() = buffer; } } return nameIndex; }