911 lines
22 KiB
C++
911 lines
22 KiB
C++
#include <QtGlobal>
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#include <lib3ds/file.h>
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#include <lib3ds/mesh.h>
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#include <lib3ds/vector.h>
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#include <lib3ds/material.h>
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#include <sstream>
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#include <fstream>
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#include <cstdio>
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#include <cstdlib>
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#include <string>
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#include <set>
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#include <list>
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#include <queue>
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#include <cmath>
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#include "qwzm.h"
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#include "conversion.h"
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MODEL *QWzmViewer::loadPIE(QString inputFile)
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{
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const bool swapYZ = false;
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const bool reverseWinding = false;
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const bool invertUV = false;
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const bool assumeAnimation = false;
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int num, x, y, z, levels, level, pieVersion;
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char s[200];
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QByteArray inFile = inputFile.toAscii();
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const char *input = inFile.constData();
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MODEL *psModel = NULL;
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FILE *fp = fopen(input, "r");
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if (!fp)
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{
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qWarning("Cannot open \"%s\" for reading: %s", input, strerror(errno));
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return NULL;
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}
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num = fscanf(fp, "PIE %d\n", &pieVersion);
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if (num != 1)
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{
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qWarning("Bad PIE file %s\n", input);
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fclose(fp);
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freeModel(psModel);
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return NULL;
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}
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num = fscanf(fp, "TYPE %x\n", &x); // ignore
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if (num != 1)
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{
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qWarning("Bad TYPE directive in %s\n", input);
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fclose(fp);
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freeModel(psModel);
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return NULL;
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}
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num = fscanf(fp, "TEXTURE %d %s %d %d\n", &z, s, &x, &y);
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if (num != 4)
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{
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qWarning("Bad TEXTURE directive in %s\n", input);
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fclose(fp);
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freeModel(psModel);
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return NULL;
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}
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num = fscanf(fp, "LEVELS %d\n", &levels);
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if (num != 1)
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{
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qWarning("Bad LEVELS directive in %s\n", input);
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fclose(fp);
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freeModel(psModel);
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return NULL;
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}
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psModel = createModel(levels, 0);
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if (!psModel)
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{
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qFatal("Out of memory");
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fclose(fp);
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exit(EXIT_FAILURE);
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}
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strcpy(psModel->texPath, s);
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for (level = 0; level < levels; level++)
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{
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MESH *psMesh = &psModel->mesh[level];
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int j, points, faces, facesWZM, faceCount, pointsWZM, pointCount, textureArrays = 1;
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WZ_FACE *faceList;
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WZ_POSITION *posList;
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num = fscanf(fp, "\nLEVEL %d\n", &x);
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if (num != 1 || level + 1 != x)
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{
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qWarning("Bad LEVEL directive in %s, was %d should be %d.\n", input, x, level + 1);
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fclose(fp);
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freeModel(psModel);
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return NULL;
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}
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num = fscanf(fp, "POINTS %d\n", &points);
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if (num != 1)
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{
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qWarning("Bad POINTS directive in %s, level %d.\n", input, level);
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fclose(fp);
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freeModel(psModel);
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return NULL;
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}
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posList = (WZ_POSITION*)malloc(sizeof(WZ_POSITION) * points);
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for (j = 0; j < points; j++)
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{
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if (swapYZ)
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{
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num = fscanf(fp, "%f %f %f\n", &posList[j].x, &posList[j].z, &posList[j].y);
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}
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else
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{
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num = fscanf(fp, "%f %f %f\n", &posList[j].x, &posList[j].y, &posList[j].z);
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}
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if (num != 3)
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{
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qWarning("Bad POINTS entry level %d, number %d\n", level, j);
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fclose(fp);
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freeModel(psModel);
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return NULL;
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}
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}
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num = fscanf(fp, "POLYGONS %d", &faces);
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if (num != 1)
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{
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qWarning("Bad POLYGONS directive in %s, level %d.\n", input, level);
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fclose(fp);
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freeModel(psModel);
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return NULL;
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}
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facesWZM = faces; // for starters
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faceList = (WZ_FACE*)malloc(sizeof(WZ_FACE) * faces);
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pointsWZM = 0;
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for (j = 0; j < faces; ++j)
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{
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int k;
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unsigned int flags;
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num = fscanf(fp, "\n%x", &flags);
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if (num != 1)
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{
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qWarning("Bad POLYGONS texture flag entry level %d, number %d\n", level, j);
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fclose(fp);
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freeModel(psModel);
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return NULL;
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}
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if (!(flags & iV_IMD_TEX))
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{
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qWarning("Bad texture flag entry level %d, number %d - no texture flag!\n", level, j);
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fclose(fp);
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freeModel(psModel);
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return NULL;
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}
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if (flags & iV_IMD_XNOCUL)
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{
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faceList[j].cull = true;
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facesWZM++; // must add additional face that is faced in the opposite direction
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}
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else
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{
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faceList[j].cull = false;
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}
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num = fscanf(fp, "%u", &faceList[j].vertices);
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if (num != 1 || faceList[j].vertices < 0)
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{
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qWarning("Bad POLYGONS vertices entry level %d, number %d\n", level, j);
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fclose(fp);
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freeModel(psModel);
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return NULL;
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}
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assert(faceList[j].vertices <= MAX_POLYGON_SIZE); // larger polygons not supported
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assert(faceList[j].vertices >= VERTICES_PER_TRIANGLE); // points and lines not supported
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if (faceList[j].vertices > VERTICES_PER_TRIANGLE)
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{
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// since they are triangle fans already, we get to do easy tessellation
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facesWZM += (faceList[j].vertices - VERTICES_PER_TRIANGLE);
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if (faceList[j].cull)
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{
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facesWZM += (faceList[j].vertices - VERTICES_PER_TRIANGLE); // double the number of extra faces needed
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}
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}
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pointsWZM += faceList[j].vertices;
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// Read in vertex indices and texture coordinates
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for (k = 0; k < faceList[j].vertices; k++)
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{
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num = fscanf(fp, "%d", &faceList[j].index[k]);
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if (num != 1)
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{
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qWarning("Bad vertex position entry level %d, number %d\n", level, j);
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fclose(fp);
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freeModel(psModel);
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return NULL;
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}
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}
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if (flags & iV_IMD_TEXANIM)
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{
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num = fscanf(fp, "%d %d %f %f", &faceList[j].frames, &faceList[j].rate, &faceList[j].width, &faceList[j].height);
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if (num != 4)
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{
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qWarning("Bad texture animation entry level %d, number %d.\n", level, j);
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fclose(fp);
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freeModel(psModel);
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return NULL;
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}
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if (faceList[j].frames <= 1)
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{
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qWarning("Level %d, polygon %d has a single animation frame. That makes no sense.\n", level, j);
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}
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if (textureArrays < faceList[j].frames)
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{
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textureArrays = faceList[j].frames;
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}
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}
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else
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{
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faceList[j].frames = 0;
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faceList[j].rate = 0;
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faceList[j].width = 0;
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faceList[j].height = 0;
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}
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for (k = 0; k < faceList[j].vertices; k++)
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{
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num = fscanf(fp, "%f %f", &faceList[j].texCoord[k][0], &faceList[j].texCoord[k][1]);
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if (num != 2)
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{
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qWarning("Bad texture coordinate entry level %d, number %d\n", level, j);
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fclose(fp);
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freeModel(psModel);
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return NULL;
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}
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}
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}
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if (textureArrays == 8 && !assumeAnimation) // guesswork
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{
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psMesh->teamColours = true;
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}
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else
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{
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psMesh->teamColours = false;
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}
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// Calculate position list. Since positions hold texture coordinates in WZM, unlike in Warzone,
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// we need to use some black magic to transfer them over here.
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pointCount = 0;
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psMesh->vertices = pointsWZM;
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psMesh->faces = facesWZM;
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psMesh->vertexArray = (GLfloat*)malloc(sizeof(GLfloat) * psMesh->vertices * VERTICES_PER_TRIANGLE);
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psMesh->indexArray = (GLuint*)malloc(sizeof(GLuint) * psMesh->vertices * VERTICES_PER_TRIANGLE);
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psMesh->textureArrays = textureArrays;
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for (j = 0; j < textureArrays; j++)
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{
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psMesh->textureArray[j] = (GLfloat*)malloc(sizeof(GLfloat) * psMesh->vertices * 2);
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}
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for (z = 0, j = 0; j < faces; j++)
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{
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for (int k = 0; k < faceList[j].vertices; k++, pointCount++)
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{
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int pos = faceList[j].index[k];
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// Generate new position
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psMesh->vertexArray[z++] = posList[pos].x;
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psMesh->vertexArray[z++] = posList[pos].y;
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psMesh->vertexArray[z++] = posList[pos].z;
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// Use the new position
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faceList[j].index[k] = pointCount;
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}
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}
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// Handle texture animation or team colours. In either case, add multiple texture arrays.
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for (z = 0; z < textureArrays; z++)
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{
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for (x = 0, j = 0; j < faces; j++)
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{
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for (int k = 0; k < faceList[j].vertices; k++)
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{
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double u;
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double v;
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// Fix for division by zero in pie 2
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int framesPerLine = OLD_TEXTURE_SIZE_FIX;
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if (pieVersion == 3)
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{
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if(faceList[j].width != 0)
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{
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framesPerLine = 1/ faceList[j].width;
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}
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else
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{
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// Fix for division by zero in pie 3
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framesPerLine = 1;
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}
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}
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else if (faceList[j].width != 0) // else pieVersion ==2
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{
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framesPerLine = OLD_TEXTURE_SIZE_FIX / faceList[j].width;
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}
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int frameH = z % framesPerLine;
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/*
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* This works because wrap around is only permitted if you start the animation at the
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* left border of the texture. What a horrible hack this was.
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* Note: It is done the same way in the Warzone source.
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*/
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int frameV = z / framesPerLine;
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double width = faceList[j].texCoord[k][0] + faceList[j].width * frameH;
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double height = faceList[j].texCoord[k][1] + faceList[j].height * frameV;
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if (pieVersion == 2)
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{
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u = width / OLD_TEXTURE_SIZE_FIX;
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v = height / OLD_TEXTURE_SIZE_FIX;
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}
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else if (pieVersion == 3)
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{
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u = width;
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v = height;
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}
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if (invertUV)
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{
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v = 1.0f - v;
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}
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psMesh->textureArray[z][x++] = u;
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psMesh->textureArray[z][x++] = v;
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}
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}
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}
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faceCount = 0;
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for (z = 0, j = 0; j < faces; j++)
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{
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int k, key, previous;
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key = faceList[j].index[0];
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previous = faceList[j].index[2];
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faceCount++;
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if (reverseWinding || faceList[j].cull)
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{
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GLuint *v = &psMesh->indexArray[z];
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z += 3;
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v[0] = key;
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v[1] = previous;
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v[2] = faceList[j].index[1];
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}
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if (!reverseWinding || faceList[j].cull)
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{
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GLuint *v = &psMesh->indexArray[z];
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z += 3;
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v[0] = key;
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v[2] = previous;
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v[1] = faceList[j].index[1];
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}
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// Generate triangles from the Warzone triangle fans (PIEs, get it?)
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for (k = VERTICES_PER_TRIANGLE; k < faceList[j].vertices; k++)
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{
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if (reverseWinding || faceList[j].cull)
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{
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GLuint *v = &psMesh->indexArray[z];
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z += 3;
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v[0] = key;
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v[2] = previous;
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v[1] = faceList[j].index[k];
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}
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if (!reverseWinding || faceList[j].cull)
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{
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GLuint *v = &psMesh->indexArray[z];
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z += 3;
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v[0] = key;
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v[1] = previous;
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v[2] = faceList[j].index[k];
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}
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previous = faceList[j].index[k];
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}
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}
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// We only handle texture animation here, so leave bone heap animation out of it for now.
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if (textureArrays == 1 || (textureArrays == 8 && !assumeAnimation))
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{
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psMesh->frames = 0;
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}
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else
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{
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psMesh->frames = textureArrays;
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psMesh->frameArray = (FRAME*)malloc(sizeof(FRAME) * psMesh->frames);
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for (j = 0; j < textureArrays; j++)
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{
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FRAME *psFrame = &psMesh->frameArray[j];
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psFrame->timeSlice = (float)faceList[j].rate;
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psFrame->textureArray = j;
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psFrame->translation.x = 0;
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psFrame->translation.y = 0;
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psFrame->translation.z = 0;
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psFrame->rotation.x = 0;
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psFrame->rotation.y = 0;
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psFrame->rotation.z = 0;
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}
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}
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num = fscanf(fp, "\nCONNECTORS %d", &psMesh->connectors);
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if (num == 1 && psMesh->connectors > 0)
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{
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psMesh->connectorArray = (CONNECTOR *)malloc(sizeof(CONNECTOR) * psMesh->connectors);
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for (j = 0; j < psMesh->connectors; j++)
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{
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CONNECTOR *conn = &psMesh->connectorArray[j];
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GLfloat a, b, c;
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num = fscanf(fp, "\n%f %f %f", &a, &b, &c);
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if (num != 3)
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{
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qWarning("Bad CONNECTORS directive in %s entry level %d, number %d\n", input, level, j);
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fclose(fp);
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freeModel(psModel);
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return NULL;
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}
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conn->pos.x = a;
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conn->pos.y = b;
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conn->pos.z = c;
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conn->type = 0; // generic type of connector, only type supported in PIE
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}
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}
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free(faceList);
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free(posList);
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}
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fclose(fp);
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return psModel;
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}
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MODEL *QWzmViewer::load3DS(QString input)
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{
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const bool swapYZ = true;
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const bool reverseWinding = true;
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const bool invertUV = true;
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const float scaleFactor = 1.0f;
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Lib3dsFile *f = lib3ds_file_load(input.toAscii().constData());
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Lib3dsMaterial *material = f->materials;
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int meshes = 0;
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Lib3dsMesh *m;
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int meshIdx;
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MODEL *psModel;
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if (!f)
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{
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qWarning("Loading 3DS file %s failed", input.toAscii().constData());
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return NULL;
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}
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for (meshes = 0, m = f->meshes; m; m = m->next, meshes++) ; // count the meshes
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psModel = createModel(meshes, 0);
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if (!psModel)
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{
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qFatal("Out of memory");
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}
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// Grab texture name
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for (int j = 0; material; material = material->next, j++)
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{
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Lib3dsTextureMap *texture = &material->texture1_map;
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QString texName(texture->name);
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if (j > 0)
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{
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qWarning("Texture %d %s: More than one texture currently not supported!", j, texture->name);
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continue;
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}
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strcpy(psModel->texPath, texName.toLower().toAscii().constData());
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}
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// Grab each mesh
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for (meshIdx = 0, m = f->meshes; m; m = m->next, meshIdx++)
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{
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MESH *psMesh = &psModel->mesh[meshIdx];
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psMesh->vertices = m->points;
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psMesh->faces = m->faces;
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psMesh->vertexArray = (GLfloat*)malloc(sizeof(GLfloat) * psMesh->vertices * 3);
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psMesh->indexArray = (GLuint*)malloc(sizeof(GLuint) * psMesh->faces * 3);
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psMesh->textureArrays = 1; // only one supported from 3DS
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psMesh->textureArray[0] = (GLfloat*)malloc(sizeof(GLfloat) * psMesh->vertices * 2);
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for (unsigned int i = 0; i < m->points; i++)
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{
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Lib3dsVector pos;
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lib3ds_vector_copy(pos, m->pointL[i].pos);
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if (swapYZ)
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{
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psMesh->vertexArray[i * 3 + 0] = pos[0] * scaleFactor;
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psMesh->vertexArray[i * 3 + 1] = pos[2] * scaleFactor;
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psMesh->vertexArray[i * 3 + 2] = pos[1] * scaleFactor;
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}
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else
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{
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psMesh->vertexArray[i * 3 + 0] = pos[0] * scaleFactor;
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psMesh->vertexArray[i * 3 + 1] = pos[1] * scaleFactor;
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psMesh->vertexArray[i * 3 + 2] = pos[2] * scaleFactor;
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}
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}
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for (unsigned int i = 0; i < m->points; i++)
|
|
{
|
|
GLfloat *v = &psMesh->textureArray[0][i * 2];
|
|
|
|
v[0] = m->texelL[i][0];
|
|
if (invertUV)
|
|
{
|
|
v[1] = 1.0f - m->texelL[i][1];
|
|
}
|
|
else
|
|
{
|
|
v[1] = m->texelL[i][1];
|
|
}
|
|
}
|
|
|
|
for (unsigned int i = 0; i < m->faces; ++i)
|
|
{
|
|
Lib3dsFace *face = &m->faceL[i];
|
|
GLuint *v = &psMesh->indexArray[i * 3];
|
|
|
|
if (reverseWinding)
|
|
{
|
|
v[0] = face->points[2];
|
|
v[1] = face->points[1];
|
|
v[2] = face->points[0];
|
|
}
|
|
else
|
|
{
|
|
v[0] = face->points[0];
|
|
v[1] = face->points[1];
|
|
v[2] = face->points[2];
|
|
}
|
|
}
|
|
}
|
|
|
|
lib3ds_file_free(f);
|
|
return psModel;
|
|
}
|
|
|
|
int QWzmViewer::savePIE(const char *filename, const MODEL *psModel, int pieVersion, int type)
|
|
{
|
|
std::fstream file;
|
|
int i, j, k;
|
|
|
|
/* variable ptOffset: Temporary storage of calculated index
|
|
* for a give face OR vertex in the WZM vertex array.
|
|
*/
|
|
/* variable ptSetIndex: Index of a vertex in the set
|
|
* of PIE points for a given PIE level.
|
|
*/
|
|
// variable polyFlag: Use to compose the flag for a PIE polygon
|
|
unsigned int ptOffset, ptSetIndex, polyFlag;
|
|
|
|
/* Temporary stringstream used to accomodate
|
|
* the order PIE polygon data is written
|
|
*/
|
|
std::stringstream animTmpSs;
|
|
|
|
MESH *mesh;
|
|
|
|
/* variable unitW: Width of the bounding box for
|
|
* a single tex. anim. "frame" of a polygon.
|
|
* variable unitH: Same as unitW except represents
|
|
* the height.
|
|
*/
|
|
/* variable t: represents the top of the bounding box
|
|
* when estimating the tex. anim.'s
|
|
* height.
|
|
* variable b: Same as t except represents the
|
|
* bottom.
|
|
*/
|
|
double unitW, unitH, t, b;
|
|
|
|
/* variable ptSet: for creating a unique set
|
|
* of PIE points for a given PIE level.
|
|
*/
|
|
std::set< pie_Point> ptSet;
|
|
|
|
/* variable textures: Temporary storage of
|
|
* texture coordinates to avoid redundant
|
|
* ptOffset calculations.
|
|
*/
|
|
std::queue< textCoords, std::list<textCoords> > textures;
|
|
|
|
file.open(filename, std::fstream::out);
|
|
|
|
if (!file.is_open())
|
|
{
|
|
qWarning("QWzmViewer::savePIE - Failed to open file.");
|
|
return -1;
|
|
}
|
|
|
|
file << "PIE " << pieVersion << '\n';
|
|
file << "TYPE " << std::hex << type << std::dec << "\n";
|
|
|
|
// Texture directive:
|
|
file << "TEXTURE 0 " << psModel->texPath;
|
|
switch (pieVersion)
|
|
{
|
|
case 2:
|
|
if (psModel->pixmap != NULL)
|
|
{
|
|
file << ' ' << psModel->pixmap->h << ' ' << psModel->pixmap->w << '\n';
|
|
}
|
|
else
|
|
{
|
|
file << " 256 256\n";
|
|
}
|
|
break;
|
|
case 3:
|
|
file << " 0 0\n";
|
|
break;
|
|
default:
|
|
file.close();
|
|
qWarning("QWzmViewer::savePIE - Unsupported pie version");
|
|
return -1;
|
|
}
|
|
|
|
// LEVELS directive
|
|
file << "LEVELS " << psModel->meshes << '\n';
|
|
|
|
// For each WZM mesh a PIE level.
|
|
for (i = 0; i < psModel->meshes; i++)
|
|
{
|
|
ptSet.clear();
|
|
mesh = &(psModel->mesh[i]);
|
|
|
|
// LEVEL directive
|
|
file << "LEVEL " << i + 1 << "\n";
|
|
|
|
// Create the set of unique points.
|
|
for (j = 0; j < mesh->vertices; j++)
|
|
{
|
|
ptSet.insert(pie_Point(mesh->vertexArray[j*VERTICES_PER_TRIANGLE],
|
|
mesh->vertexArray[j*VERTICES_PER_TRIANGLE+1],
|
|
mesh->vertexArray[j*VERTICES_PER_TRIANGLE+2]));
|
|
}
|
|
|
|
if (ptSet.size() > pie_MAX_POLYGONS)
|
|
{
|
|
file.close();
|
|
qWarning("QWzmViewer::savePIE - Model has too many vertices to save as PIE.");
|
|
return -1;
|
|
}
|
|
|
|
// POINTS directive
|
|
file << "POINTS " << ptSet.size() << '\n';
|
|
|
|
// print out all the points in the set
|
|
std::set< pie_Point>::iterator it;
|
|
for (it = ptSet.begin(); it != ptSet.end(); it++)
|
|
{
|
|
GLfloat x, y, z;
|
|
it->getXYZ(x, y, z);
|
|
switch (pieVersion)
|
|
{
|
|
case 2:
|
|
file << '\t' << (int)rintf(x) << ' ' << (int)rintf(y) << ' ' << (int)rintf(z) << '\n';
|
|
break;
|
|
case 3:
|
|
file << '\t' << x << ' ' << y << ' ' << z << '\n';
|
|
break;
|
|
}
|
|
}
|
|
|
|
// POLYGONS directive
|
|
file << "POLYGONS " << mesh->faces << '\n';
|
|
|
|
for (j = 0; j < mesh->faces; j++)
|
|
{
|
|
polyFlag = iV_IMD_TEX; // Default flag
|
|
animTmpSs.str(std::string());
|
|
|
|
if (mesh->textureArrays > 1)
|
|
{
|
|
ptOffset = mesh->indexArray[j*VERTICES_PER_TRIANGLE];
|
|
|
|
/*
|
|
* TODO:
|
|
* This _if_ statement isn't a robust way of checking
|
|
* for animations or team colours.
|
|
*/
|
|
if ((mesh->textureArray[0][ptOffset*2] < mesh->textureArray[1][ptOffset*2])
|
|
|| (mesh->textureArray[0][ptOffset*2+1] < mesh->textureArray[mesh->textureArrays-1][ptOffset*2+1]))
|
|
{
|
|
/* Find height and width for team colours
|
|
* and animations.
|
|
* TODO: Check that the animations are legal
|
|
* for the PIE format.
|
|
*/
|
|
unitH = 0;
|
|
|
|
// Try to find width the easy way
|
|
unitW = mesh->textureArray[1][ptOffset*2] - mesh->textureArray[0][ptOffset*2];
|
|
|
|
// Try to find height the easy way
|
|
for (k = 0; k < mesh->textureArrays - 1; k++)
|
|
{
|
|
// Look for wrap around
|
|
if (mesh->textureArray[k+1][ptOffset*2+1] > mesh->textureArray[k][ptOffset*2+1])
|
|
{
|
|
unitH = mesh->textureArray[k+1][ptOffset*2+1] - mesh->textureArray[k][ptOffset*2+1];
|
|
break;
|
|
}
|
|
}
|
|
|
|
// If the easy way failed
|
|
if ( unitH <= 0)
|
|
{
|
|
// Find top and bottom, add pixels to the difference for good luck.
|
|
b = 0; // Search for the bottom starting from the top
|
|
t = 1; // Search for the top starting from the bottom
|
|
|
|
// Try every V to find the min and max
|
|
for (k = 0; k < VERTICES_PER_TRIANGLE; k++)
|
|
{
|
|
ptOffset = mesh->indexArray[j*VERTICES_PER_TRIANGLE+k];
|
|
if (mesh->textureArray[0][ptOffset*2+1] < t)
|
|
{
|
|
t = mesh->textureArray[0][ptOffset*2+1];
|
|
}
|
|
if (mesh->textureArray[0][ptOffset*2+1] > b)
|
|
{
|
|
b = mesh->textureArray[0][ptOffset*2+1];
|
|
}
|
|
}
|
|
|
|
unitH = fabs(b - t);
|
|
|
|
if (psModel->pixmap != NULL && psModel->pixmap->h != 0)
|
|
{
|
|
unitH += 2 / psModel->pixmap->h;
|
|
}
|
|
else if (pieVersion == 2)
|
|
{
|
|
unitH += 2 / OLD_TEXTURE_SIZE_FIX;
|
|
}
|
|
}
|
|
|
|
/* If the animations wraps around for each frame
|
|
* then the easy way of finding width would fail.
|
|
*/
|
|
if (unitW <= 0 && unitH ==0)
|
|
{
|
|
qWarning("QWzmViewer::savePIE - Texture animation appears to be illegal for PIE format.");
|
|
file.close();
|
|
return -1;
|
|
}
|
|
else if ( unitW <=0)
|
|
{
|
|
unitW = 1;
|
|
}
|
|
|
|
switch (pieVersion)
|
|
{
|
|
// TODO: Get playback rate and replace the literal " 1 " with it.
|
|
case 2:
|
|
animTmpSs << mesh->textureArrays << " 1 " << (int)rintf(OLD_TEXTURE_SIZE_FIX*unitW)
|
|
<< ' ' << (int)rintf(OLD_TEXTURE_SIZE_FIX*unitH);
|
|
break;
|
|
case 3:
|
|
animTmpSs << mesh->textureArrays << " 1 " << (GLfloat)unitW << ' ' << (GLfloat)unitH;
|
|
break;
|
|
}
|
|
polyFlag |= iV_IMD_TEXANIM;
|
|
}
|
|
}
|
|
|
|
// Write out the flag followed by the number of vertices
|
|
file << "\t" << std::hex << polyFlag << std::dec << ' ' << VERTICES_PER_TRIANGLE; // Triangles only
|
|
|
|
// Write the three polygon indices
|
|
for (k = 0; k < VERTICES_PER_TRIANGLE; k++)
|
|
{
|
|
ptOffset = mesh->indexArray[j*VERTICES_PER_TRIANGLE+k];
|
|
|
|
pie_Point thisPoint(mesh->vertexArray[ptOffset*VERTICES_PER_TRIANGLE],
|
|
mesh->vertexArray[ptOffset*VERTICES_PER_TRIANGLE+1],
|
|
mesh->vertexArray[ptOffset*VERTICES_PER_TRIANGLE+2]);
|
|
|
|
ptSetIndex = distance(ptSet.begin(), ptSet.find(thisPoint));
|
|
|
|
if (ptSetIndex == ptSet.size())
|
|
{
|
|
file.close();
|
|
qWarning("QWzmViewer::savePIE - Internal error: Failed to find vertex in set.");
|
|
return -1;
|
|
}
|
|
else
|
|
{
|
|
file << ' ' << ptSetIndex;
|
|
|
|
// Store the texture coordinates for later
|
|
textures.push(textCoords(mesh->textureArray[0][ptOffset*2],
|
|
mesh->textureArray[0][ptOffset*2+1]));
|
|
}
|
|
}
|
|
|
|
// If the polygon has team colours or animations, write that data now
|
|
if (polyFlag & iV_IMD_TEXANIM)
|
|
{
|
|
file << ' ' << animTmpSs.str();
|
|
}
|
|
|
|
// Write out all the texture coordinates
|
|
while (!textures.empty())
|
|
{
|
|
switch (pieVersion)
|
|
{
|
|
case 2:
|
|
file << ' ' << (int)rintf(OLD_TEXTURE_SIZE_FIX*textures.front().u);
|
|
file << ' ' << (int)rintf(OLD_TEXTURE_SIZE_FIX*textures.front().v);
|
|
break;
|
|
case 3:
|
|
file << ' ' << textures.front().u << ' ' << textures.front().v;
|
|
break;
|
|
}
|
|
textures.pop();
|
|
}
|
|
file << '\n';
|
|
}
|
|
|
|
// In PIE the CONNECTORS directive is optional
|
|
if (mesh->connectors > 0)
|
|
{
|
|
// CONNECTORS directive
|
|
file << "CONNECTORS " << mesh->connectors << "\n";
|
|
|
|
for (j = 0; j < mesh->connectors; j++)
|
|
{
|
|
switch (pieVersion)
|
|
{
|
|
case 2:
|
|
file << "\t" << (int)rintf(mesh->connectorArray[j].pos.x)
|
|
<< ' ' << (int)rintf(mesh->connectorArray[j].pos.y)
|
|
<< ' ' << (int)rintf(mesh->connectorArray[j].pos.z) << '\n';
|
|
break;
|
|
case 3:
|
|
file << "\t" << mesh->connectorArray[j].pos.x
|
|
<< ' ' << mesh->connectorArray[j].pos.y
|
|
<< ' ' << mesh->connectorArray[j].pos.z << '\n';
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if(file.bad())
|
|
{
|
|
file.close();
|
|
return -1;
|
|
}
|
|
file.close();
|
|
return 0;
|
|
}
|
|
|
|
QPieExportDialog::QPieExportDialog(QWidget *parent)
|
|
: QDialog(parent), Ui_PieExportDialog()
|
|
{
|
|
setupUi(this);
|
|
}
|
|
|
|
QPieExportDialog::~QPieExportDialog()
|
|
{
|
|
}
|
|
|
|
int QPieExportDialog::getPieVersion()
|
|
{
|
|
return cbb_pieversion->currentIndex() + 2;
|
|
}
|
|
|
|
int QPieExportDialog::getFlags()
|
|
{
|
|
int retVal = 0;
|
|
if (cb_TCMask->checkState())
|
|
{
|
|
retVal |= iV_IMD_TCMASK;
|
|
}
|
|
if (cb_Tex->checkState())
|
|
{
|
|
retVal |= iV_IMD_TEX;
|
|
}
|
|
if (cb_Other->checkState())
|
|
{
|
|
retVal |= sb_OtherFlags->value();
|
|
}
|
|
return retVal;
|
|
}
|