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2026-02-02 04:50:13 +01:00

526 lines
14 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
#include "engines/wintermute/dcgf.h"
#include "engines/wintermute/math/math_util.h"
#include "engines/wintermute/base/base_file_manager.h"
#include "engines/wintermute/base/gfx/3dloader_3ds.h"
#include "engines/wintermute/base/gfx/3dface.h"
#include "engines/wintermute/base/gfx/3dvertex.h"
#include "engines/wintermute/base/gfx/3dutils.h"
namespace Wintermute {
#define MAIN3DS 0x4D4D // level 1
#define EDIT3DS 0x3D3D // level 1
#define NAMED_OBJECT 0x4000 // level 2
#define TRIANGLE_MESH 0x4100 // level 3
#define TRIANGLE_VERTEXLIST 0x4110 // level 4
#define TRIANGLE_FACELIST 0x4120 // level 4
#define CHUNK_CAMERA 0x4700 // level 3
#define CHUNK_LIGHT 0x4600
#define LIGHT_SPOTLIGHT 0x4610
#define LIGHT_IS_OFF 0x4620
#define RGB_FLOAT 0x0010
#define RGB_BYTE 0x0011
#define KEYFRAMER 0xB000 // level 1
#define KEYFRAMER_AMBIENT_INFO 0xB001
#define KEYFRAMER_MESH_INFO 0xB002
#define KEYFRAMER_CAMERA_INFO 0xB003
#define KEYFRAMER_CAMERA_TARGET_INFO 0xB004
#define KEYFRAMER_OMNI_INFO 0xB005
#define KEYFRAMER_SPOT_TARGET_INFO 0xB006
#define KEYFRAMER_SPOT_INFO 0xB007
#define NODE_HDR 0xB010
#define ROLL_TRACK_TAG 0xB024
//////////////////////////////////////////////////////////////////////////
Loader3DS::Loader3DS(BaseGame *inGame) : BaseNamedObject(inGame) {
_filename = nullptr;
}
//////////////////////////////////////////////////////////////////////////
Loader3DS::~Loader3DS() {
for (int32 i = 0; i < _objects.getSize(); i++)
delete _objects[i];
_objects.removeAll();
SAFE_DELETE_ARRAY(_filename);
}
//////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////
Loader3DS::FileObject3DS::FileObject3DS() {
_name = nullptr;
_type = OBJ_3DS_NONE;
_numVertices = 0;
_vertices = nullptr;
_numFaces = 0;
_faces = nullptr;
_lightOff = false;
_lightSpotlight = false;
_lightColor = 0;
_lightHotspot = false;
_lightFalloff = false;
_lightTarget._x = _lightTarget._y = _lightTarget._z = 0.0f;
_lightPos._x = _lightPos._y = _lightPos._z = 0.0f;
_cameraBank = 0;
_cameraLens = 0;
_cameraFOV = 0;
_cameraPos._x = _cameraPos._y = _cameraPos._z = 0.0f;
_hidden = false;
}
//////////////////////////////////////////////////////////////////////
Loader3DS::FileObject3DS::~FileObject3DS() {
if (_name != nullptr)
delete[] _name;
if (_vertices != nullptr)
delete[] _vertices;
if (_faces != nullptr)
delete[] _faces;
}
//////////////////////////////////////////////////////////////////////////
bool Loader3DS::parseFile(const char *filename) {
SAFE_DELETE_ARRAY(_filename);
size_t filenameSize = strlen(filename) + 1;
_filename = new char[filenameSize];
Common::strcpy_s(_filename, filenameSize, filename);
uint32 fileSize;
byte *buffer = BaseFileManager::getEngineInstance()->readWholeFile(filename, &fileSize);
if (!buffer)
return false;
uint16 keyframerSection = 0;
char *keyframerObject = nullptr;
FileObject3DS *obj = nullptr;
uint16 i;
Common::MemoryReadStream fileStream(buffer, fileSize);
while (fileStream.pos() < fileStream.size()) {
uint16 chunkId = fileStream.readUint16LE();
uint32 chunkLength = fileStream.readUint32LE();
bool handled = true;
switch (chunkId) {
case MAIN3DS:
break;
case EDIT3DS:
break;
//////////////////////////////////////////////////////////////////////
// object ////////////////////////////////////////////////////////////
case NAMED_OBJECT: {
obj = new FileObject3DS;
auto name = fileStream.readString();
size_t nameSize = name.size() + 1;
obj->_name = new char[nameSize];
Common::strcpy_s(obj->_name, nameSize, name.c_str());
_objects.add(obj);
}
break;
// mesh //////////////////////////////////////////////////////////////
case TRIANGLE_MESH:
if (obj == nullptr)
break;
obj->_type = OBJ_3DS_MESH;
break;
case TRIANGLE_VERTEXLIST:
if (obj == nullptr || obj->_type != OBJ_3DS_MESH)
break;
obj->_numVertices = fileStream.readUint16LE();
obj->_vertices = new DXVector3[obj->_numVertices];
for (i = 0; i < obj->_numVertices; i++) {
obj->_vertices[i]._x = fileStream.readFloatLE();
obj->_vertices[i]._z = fileStream.readFloatLE();
obj->_vertices[i]._y = fileStream.readFloatLE();
}
break;
case TRIANGLE_FACELIST:
if (obj == nullptr || obj->_type != OBJ_3DS_MESH)
break;
obj->_numFaces = fileStream.readUint16LE();
obj->_faces = new SFace[obj->_numFaces];
for (i = 0; i < obj->_numFaces; i++) {
obj->_faces[i]._a = fileStream.readUint16LE();
obj->_faces[i]._c = fileStream.readUint16LE();
obj->_faces[i]._b = fileStream.readUint16LE();
fileStream.readUint16LE(); // skip
}
break;
// camera //////////////////////////////////////////////////////////////
case CHUNK_CAMERA:
if (obj == nullptr)
break;
obj->_type = OBJ_3DS_CAMERA;
obj->_cameraPos._x = fileStream.readFloatLE();
obj->_cameraPos._z = fileStream.readFloatLE();
obj->_cameraPos._y = fileStream.readFloatLE();
obj->_cameraTarget._x = fileStream.readFloatLE();
obj->_cameraTarget._z = fileStream.readFloatLE();
obj->_cameraTarget._y = fileStream.readFloatLE();
obj->_cameraBank = fileStream.readFloatLE();
obj->_cameraLens = fileStream.readFloatLE();
if (obj->_cameraLens > 0)
obj->_cameraFOV = 1900.0f / obj->_cameraLens;
else
obj->_cameraFOV = 45.0f;
break;
// light //////////////////////////////////////////////////////////////
case CHUNK_LIGHT:
if (obj == nullptr)
break;
obj->_type = OBJ_3DS_LIGHT;
obj->_lightPos._x = fileStream.readFloatLE();
obj->_lightPos._z = fileStream.readFloatLE();
obj->_lightPos._y = fileStream.readFloatLE();
break;
case LIGHT_SPOTLIGHT:
if (obj == nullptr || obj->_type != OBJ_3DS_LIGHT)
break;
obj->_lightTarget._x = fileStream.readFloatLE();
obj->_lightTarget._z = fileStream.readFloatLE();
obj->_lightTarget._y = fileStream.readFloatLE();
obj->_lightHotspot = fileStream.readFloatLE();
obj->_lightFalloff = fileStream.readFloatLE();
obj->_lightSpotlight = true;
break;
case LIGHT_IS_OFF:
if (obj == nullptr || obj->_type != OBJ_3DS_LIGHT)
break;
obj->_lightOff = true;
break;
// colors ////////////////////////////////////////////////////////////////////////
case RGB_FLOAT:
if (obj && obj->_type == OBJ_3DS_LIGHT) {
float r, g, b;
r = fileStream.readFloatLE();
g = fileStream.readFloatLE();
b = fileStream.readFloatLE();
obj->_lightColor = BYTETORGBA((int)(r * 255), (int)(g * 255), (int)(b * 255), 255);
} else
handled = false;
break;
case RGB_BYTE:
if (obj && obj->_type == OBJ_3DS_LIGHT) {
byte r, g, b;
r = fileStream.readByte();
g = fileStream.readByte();
b = fileStream.readByte();
obj->_lightColor = BYTETORGBA(r, g, b, 255);
} else
handled = false;
break;
// keyframer stuff
case KEYFRAMER:
break;
case KEYFRAMER_AMBIENT_INFO:
case KEYFRAMER_MESH_INFO:
case KEYFRAMER_CAMERA_INFO:
case KEYFRAMER_CAMERA_TARGET_INFO:
case KEYFRAMER_OMNI_INFO:
case KEYFRAMER_SPOT_TARGET_INFO:
case KEYFRAMER_SPOT_INFO:
keyframerSection = chunkId;
break;
case NODE_HDR: {
// object name
SAFE_DELETE_ARRAY(keyframerObject);
auto keyname = fileStream.readString();
size_t keynameSize = keyname.size() + 1;
keyframerObject = new char[keynameSize];
Common::strcpy_s(keyframerObject, keynameSize, keyname.c_str());
// flags1
fileStream.readUint16LE();
// flags2
fileStream.readUint16LE();
// hierarchy
fileStream.readUint16LE();
}
break;
case ROLL_TRACK_TAG:
if (keyframerSection == KEYFRAMER_CAMERA_INFO && keyframerObject != nullptr) {
// flags
fileStream.readUint16LE();
// unknown
fileStream.readUint16LE();
fileStream.readUint16LE();
fileStream.readUint16LE();
fileStream.readUint16LE();
// keys
uint16 keys = fileStream.readUint16LE();
// unknown
fileStream.readUint16LE();
for (uint16 key = 0; key < keys; key++) {
// frame number
fileStream.readUint16LE();
// unknown
fileStream.readUint32LE();
// camera roll
float cameraRoll = fileStream.readFloatLE();
// inject this roll value to the camera
if (key == 0) {
for (int32 index = 0; index < _objects.getSize(); index++) {
if (_objects[index]->_type == OBJ_3DS_CAMERA && scumm_stricmp(_objects[index]->_name, keyframerObject) == 0) {
_objects[index]->_cameraBank = cameraRoll;
break;
}
}
}
}
} else
handled = false;
break;
default:
handled = false;
}
if (!handled)
fileStream.seek(chunkLength - 6, SEEK_CUR);
}
SAFE_DELETE_ARRAY(keyframerObject);
delete[] buffer;
return true;
}
//////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
int32 Loader3DS::getNumMeshes() {
int32 ret = 0;
for (int32 i = 0; i < _objects.getSize(); i++)
if (_objects[i]->_type == OBJ_3DS_MESH)
ret++;
return ret;
}
//////////////////////////////////////////////////////////////////////////
char *Loader3DS::getMeshName(int index) {
int32 pos = -1;
for (int32 i = 0; i < _objects.getSize(); i++) {
if (_objects[i]->_type == OBJ_3DS_MESH)
pos++;
if (pos == index)
return _objects[i]->_name;
}
return nullptr;
}
//////////////////////////////////////////////////////////////////////////
bool Loader3DS::loadMesh(int index, Mesh3DS *mesh) {
if (!mesh)
return false;
int pos = -1;
for (int32 i = 0; i < _objects.getSize(); i++) {
if (_objects[i]->_type == OBJ_3DS_MESH)
pos++;
if (pos == index){
FileObject3DS *obj = _objects[i];
mesh->cleanup();
mesh->_numVertices = obj->_numVertices;
mesh->_numFaces = obj->_numFaces;
int j;
mesh->_vertices = new Vertex3D[mesh->_numVertices];
for (j = 0; j < mesh->_numVertices; j++) {
mesh->_vertices[j]._pos._x = obj->_vertices[j]._x;
mesh->_vertices[j]._pos._y = obj->_vertices[j]._y;
mesh->_vertices[j]._pos._z = obj->_vertices[j]._z;
}
mesh->_faces = new Face3D[mesh->_numFaces];
for (j = 0; j < mesh->_numFaces; j++) {
mesh->_faces[j]._vertices[0] = obj->_faces[j]._a;
mesh->_faces[j]._vertices[1] = obj->_faces[j]._b;
mesh->_faces[j]._vertices[2] = obj->_faces[j]._c;
}
mesh->setName(obj->_name);
return true;
}
}
return false;
}
//////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
int32 Loader3DS::getNumLights() {
int ret = 0;
for (int32 i = 0; i < _objects.getSize(); i++)
if (_objects[i]->_type == OBJ_3DS_LIGHT)
ret++;
return ret;
}
//////////////////////////////////////////////////////////////////////////
char *Loader3DS::getLightName(int index) {
int pos = -1;
for (int32 i = 0; i < _objects.getSize(); i++) {
if (_objects[i]->_type == OBJ_3DS_LIGHT)
pos++;
if (pos == index)
return _objects[i]->_name;
}
return nullptr;
}
//////////////////////////////////////////////////////////////////////////
bool Loader3DS::loadLight(int index, Light3D *light) {
if (!light)
return false;
int pos = -1;
for (int32 i = 0; i < _objects.getSize(); i++) {
if (_objects[i]->_type == OBJ_3DS_LIGHT) {
pos++;
if (pos == index) {
light->setName(_objects[i]->_name);
light->_pos = _objects[i]->_lightPos;
light->_target = _objects[i]->_lightTarget;
light->_isSpotlight = _objects[i]->_lightSpotlight;
light->_active = !_objects[i]->_lightOff;
light->_diffuseColor = _objects[i]->_lightColor;
light->_falloff = _objects[i]->_lightFalloff;
}
}
}
return true;
}
//////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
int32 Loader3DS::getNumCameras() {
int32 ret = 0;
for (int32 i = 0; i < _objects.getSize(); i++)
if (_objects[i]->_type == OBJ_3DS_CAMERA)
ret++;
return ret;
}
//////////////////////////////////////////////////////////////////////////
char *Loader3DS::getCameraName(int index) {
int32 pos = -1;
for (int32 i = 0; i < _objects.getSize(); i++) {
if (_objects[i]->_type == OBJ_3DS_CAMERA)
pos++;
if (pos == index)
return _objects[i]->_name;
}
return nullptr;
}
//////////////////////////////////////////////////////////////////////////
bool Loader3DS::loadCamera(int index, Camera3D *camera) {
if (!camera)
return false;
int pos = -1;
for (int32 i = 0; i < _objects.getSize(); i++) {
if (_objects[i]->_type == OBJ_3DS_CAMERA)
pos++;
if (pos == index) {
camera->setupPos(_objects[i]->_cameraPos, _objects[i]->_cameraTarget, _objects[i]->_cameraBank);
camera->setName(_objects[i]->_name);
camera->_fov = camera->_origFov = degToRad(_objects[i]->_cameraFOV);
return true;
}
}
return false;
}
} // namespace Wintermute