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-rw-r--r--game/src/Game/Model/XSMLoader.gd363
1 files changed, 363 insertions, 0 deletions
diff --git a/game/src/Game/Model/XSMLoader.gd b/game/src/Game/Model/XSMLoader.gd
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+++ b/game/src/Game/Model/XSMLoader.gd
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+class_name XSMLoader
+
+# Keys: source_file (String)
+# Values: loaded animation (Animation) or LOAD_FAILED_MARKER (StringName)
+static var xsm_cache : Dictionary
+
+const LOAD_FAILED_MARKER : StringName = &"XSM LOAD FAILED"
+
+static func get_xsm_animation(source_file : String) -> Animation:
+ var cached : Variant = xsm_cache.get(source_file)
+ if not cached:
+ cached = _load_xsm_animation(source_file)
+ if cached:
+ xsm_cache[source_file] = cached
+ else:
+ xsm_cache[source_file] = LOAD_FAILED_MARKER
+ push_error("Failed to get XSM model \"", source_file, "\" (current load failed)")
+ return null
+
+ if not cached is Animation:
+ push_error("Failed to get XSM model \"", source_file, "\" (previous load failed)")
+ return null
+
+ return cached
+
+const SKELETON_PATH : String = "./skeleton:%s"
+
+static func _load_xsm_animation(source_file : String) -> Animation:
+ var source_path : String = GameSingleton.lookup_file_path(source_file)
+ var file : FileAccess = FileAccess.open(source_path, FileAccess.READ)
+ if file == null:
+ push_error("Failed to load XSM ", source_file, " from looked up path ", source_path)
+ return null
+
+ readHeader(file)
+
+ var metadataChunk : MetadataChunk = null
+ var boneAnimationChunks : Array[BoneAnimationChunk] = []
+
+ while file.get_position() < file.get_length():
+ var type : int = FileAccessUtils.read_int32(file)
+ var length : int = FileAccessUtils.read_int32(file)
+ var version : int = FileAccessUtils.read_int32(file)
+
+ match type:
+ 0xC9: #Metadata
+ metadataChunk = readMetadataChunk(file)
+ 0xCA: #Bone Animation
+ boneAnimationChunks.push_back(readBoneAnimationChunk(file, metadataChunk.use_quat_16()))
+ _:
+ push_error(">> INVALID XSM CHUNK TYPE %X" % type)
+ break
+
+ var animLength : float = 0.0
+ var anim : Animation = Animation.new()
+ for anim_Chunk : BoneAnimationChunk in boneAnimationChunks:
+ for submotion : SkeletalSubMotion in anim_Chunk.SkeletalSubMotions:
+ # NOTE: godot uses ':' to specify properties, so we replace such characters with '_'
+ var skeleton_path : String = SKELETON_PATH % FileAccessUtils.replace_chars(submotion.nodeName)
+
+ if submotion.numPosKeys > 0:
+ var id : int = anim.add_track(Animation.TYPE_POSITION_3D)
+ anim.track_set_path(id, skeleton_path)
+ for key : PosKey in submotion.PosKeys:
+ anim.position_track_insert_key(id, key.fTime, key.pos)
+ if key.fTime > animLength:
+ animLength = key.fTime
+ else: # EXPERIMENTAL: see if setting posePos fixes idle3
+ var id : int = anim.add_track(Animation.TYPE_POSITION_3D)
+ anim.track_set_path(id, skeleton_path)
+ anim.position_track_insert_key(id, 0, submotion.posePos)
+
+ if submotion.numRotKeys > 0:
+ var id : int = anim.add_track(Animation.TYPE_ROTATION_3D)
+ anim.track_set_path(id, skeleton_path)
+ for key : RotKey in submotion.RotKeys:
+ anim.rotation_track_insert_key(id, key.fTime, key.rot)
+ if key.fTime > animLength:
+ animLength = key.fTime
+ else: # EXPERIMENTAL: see if setting posePos fixes idle3
+ var id : int = anim.add_track(Animation.TYPE_ROTATION_3D)
+ anim.track_set_path(id, skeleton_path)
+ anim.rotation_track_insert_key(id, 0, submotion.poseRot)
+
+ if submotion.numScaleKeys > 0:
+ var id : int = anim.add_track(Animation.TYPE_SCALE_3D)
+ anim.track_set_path(id, skeleton_path)
+ for key : ScaleKey in submotion.ScaleKeys:
+ anim.scale_track_insert_key(id, key.fTime, key.scale)
+ if key.fTime > animLength:
+ animLength = key.fTime
+
+ # TODO: submotion.numScaleRotKeys
+
+ anim.length = animLength
+ anim.loop_mode = Animation.LOOP_LINEAR
+
+ xsm_cache[source_file] = anim
+ return anim
+
+static func readHeader(file : FileAccess) -> void:
+ var magic_bytes : PackedByteArray = [file.get_8(), file.get_8(), file.get_8(), file.get_8()]
+ var magic : String = magic_bytes.get_string_from_ascii()
+ var version : String = "%d.%d" % [file.get_8(), file.get_8()]
+ var bBigEndian : bool = file.get_8()
+ var pad : int = file.get_8()
+ #print(magic, ", version: ", version, ", bigEndian: ", bBigEndian, " pad: ", pad)
+
+# NOTE: the "pad" variable is actually very important!
+# It seems to have something to do with whether paradox uses int16 or int32
+# for quaternions (it's "pad" or version number, can't tell)
+
+static func readMetadataChunk(file : FileAccess) -> MetadataChunk:
+ return MetadataChunk.new(
+ file.get_float(), file.get_float(), FileAccessUtils.read_int32(file),
+ file.get_8(), file.get_8(), file.get_16(),
+ FileAccessUtils.read_xac_str(file), FileAccessUtils.read_xac_str(file), FileAccessUtils.read_xac_str(file), FileAccessUtils.read_xac_str(file)
+ )
+
+class MetadataChunk:
+ var unused : float
+ var fMaxAcceptableError : float
+ var fps : int # int32
+ var exporterMajorVersion : int # byte
+ var exporterMinorVersion : int # byte
+ var pad : int # 2x byte
+ var sourceApp : String
+ var origFileName : String
+ var exportDate : String
+ var motionName : String
+
+ func _init(
+ unused : float,
+ fMaxAcceptableError : float,
+ fps : int,
+ exporterMajorVersion : int,
+ exporterMinorVersion : int,
+ pad : int,
+ sourceApp : String,
+ origFileName : String,
+ exportDate : String,
+ motionName : String
+ ) -> void:
+ self.unused = unused
+ self.fMaxAcceptableError = fMaxAcceptableError
+ self.fps = fps
+ self.exporterMajorVersion = exporterMajorVersion
+ self.exporterMinorVersion = exporterMinorVersion
+ self.pad = pad
+ self.sourceApp = sourceApp
+ self.origFileName = origFileName
+ self.exportDate = exportDate
+ self.motionName = motionName
+
+ func debugPrint() -> void:
+ print("FileName: %s, sourceApp: %s, exportDate: %s, ExporterV:%d.%d" %
+ [origFileName, sourceApp, exportDate, exporterMajorVersion, exporterMinorVersion])
+ print("MotionName: %s, fps: %d, MaxError: %s, Use 16-bit int Quaternions?:%s" %
+ [motionName, fps, fMaxAcceptableError, use_quat_16()])
+
+ func use_quat_16() -> bool:
+ return pad == 0x0
+
+static func readPosKey(file : FileAccess) -> PosKey:
+ return PosKey.new(FileAccessUtils.read_pos(file), file.get_float())
+
+class PosKey:
+ var pos : Vector3
+ var fTime : float
+
+ func _init(pos : Vector3, fTime : float) -> void:
+ self.pos = pos
+ self.fTime = fTime
+
+ func debugPrint() -> void:
+ print("\t\tPos:%s, time:%s" % [pos, fTime])
+
+static func readRotKey(file : FileAccess, use_quat16 : bool) -> RotKey:
+ return RotKey.new(FileAccessUtils.read_quat(file, use_quat16), file.get_float())
+
+class RotKey:
+ var rot : Quaternion
+ var fTime : float
+
+ func _init(rot : Quaternion, fTime : float) -> void:
+ self.rot = rot
+ self.fTime = fTime
+
+ func debugPrint() -> void:
+ print("\t\tRot:%s, time:%s" % [rot, fTime])
+
+static func readScaleKey(file : FileAccess) -> ScaleKey:
+ return ScaleKey.new(FileAccessUtils.read_vec3(file), file.get_float())
+
+class ScaleKey:
+ var scale : Vector3
+ var fTime : float
+
+ func _init(scale : Vector3, fTime : float) -> void:
+ self.scale = scale
+ self.fTime = fTime
+
+ func debugPrint() -> void:
+ print("\t\tScale:%s, time:%s" % [scale, fTime])
+
+static func readScaleRotKey(file : FileAccess, use_quat16 : bool) -> ScaleRotKey:
+ return ScaleRotKey.new(FileAccessUtils.read_quat(file, use_quat16), file.get_float())
+
+class ScaleRotKey:
+ var rot : Quaternion
+ var fTime : float
+
+ func _init(rot : Quaternion, fTime : float) -> void:
+ self.rot = rot
+ self.fTime = fTime
+
+ func debugPrint() -> void:
+ print("\t\tScaleRot:%s, time:%s" % [rot, fTime])
+
+static func readSkeletalSubMotion(file : FileAccess, use_quat16 : bool) -> SkeletalSubMotion:
+ var a : Quaternion = FileAccessUtils.read_quat(file, use_quat16)
+ var b : Quaternion = FileAccessUtils.read_quat(file, use_quat16)
+ var c : Quaternion = FileAccessUtils.read_quat(file, use_quat16)
+ var d : Quaternion = FileAccessUtils.read_quat(file, use_quat16)
+
+ var e : Vector3 = FileAccessUtils.read_pos(file)
+ var f : Vector3 = FileAccessUtils.read_vec3(file)
+ var g : Vector3 = FileAccessUtils.read_pos(file)
+ var h : Vector3 = FileAccessUtils.read_vec3(file)
+
+ var p : int = FileAccessUtils.read_int32(file)
+ var j : int = FileAccessUtils.read_int32(file)
+ var k : int = FileAccessUtils.read_int32(file)
+ var l : int = FileAccessUtils.read_int32(file)
+
+ var m : float = file.get_float()
+ var n : String = FileAccessUtils.read_xac_str(file)
+
+ var submotion : SkeletalSubMotion = SkeletalSubMotion.new(
+ a, b, c, d, # quats
+ e, f, g, h, # vec3
+ p, j, k, l, # ints
+ m, n
+ )
+ var poskeys : Array[PosKey] = []
+ var rotkeys : Array[RotKey] = []
+ var scalekeys : Array[ScaleKey] = []
+ var scalerotkeys : Array[ScaleRotKey] = []
+ #FIXME: Did paradox store the number of pos keys as a float instead of int?
+
+ for i : int in submotion.numPosKeys:
+ poskeys.push_back(readPosKey(file))
+ for i : int in submotion.numRotKeys:
+ rotkeys.push_back(readRotKey(file, use_quat16))
+ for i : int in submotion.numScaleKeys:
+ scalekeys.push_back(readScaleKey(file))
+ for i : int in submotion.numScaleRotKeys:
+ scalerotkeys.push_back(readScaleRotKey(file, use_quat16))
+ submotion.setPosKeys(poskeys)
+ submotion.setRotKeys(rotkeys)
+ submotion.setScaleKeys(scalekeys)
+ submotion.setScaleRotKeys(scalerotkeys)
+ return submotion
+
+class SkeletalSubMotion:
+ var poseRot : Quaternion
+ var bindPoseRot : Quaternion
+ var poseScaleRot : Quaternion
+ var bindPoseScaleRot : Quaternion
+ var posePos : Vector3
+ var poseScale : Vector3
+ var bindPosePos : Vector3
+ var bindPoseScale : Vector3
+ var numPosKeys : int # int32
+ var numRotKeys : int # int32
+ var numScaleKeys : int # int32
+ var numScaleRotKeys : int # int32
+ var fMaxError : float
+ var nodeName : String
+
+ var PosKeys : Array[PosKey]
+ var RotKeys : Array[RotKey]
+ var ScaleKeys : Array[ScaleKey]
+ var ScaleRotKeys : Array[ScaleRotKey]
+
+ func _init(
+ poseRot : Quaternion,
+ bindPoseRot : Quaternion,
+ poseScaleRot : Quaternion,
+ bindPoseScaleRot : Quaternion,
+ posePos : Vector3,
+ poseScale : Vector3,
+ bindPosePos : Vector3,
+ bindPoseScale : Vector3,
+ numPosKeys : int,
+ numRotKeys : int,
+ numScaleKeys : int,
+ numScaleRotKeys : int,
+ fMaxError : float,
+ nodeName : String
+ ) -> void:
+ self.poseRot = poseRot
+ self.bindPoseRot = bindPoseRot
+ self.poseScaleRot = poseScaleRot
+ self.bindPoseScaleRot = bindPoseScaleRot
+ self.posePos = posePos
+ self.poseScale = poseScale
+ self.bindPosePos = bindPosePos
+ self.bindPoseScale = bindPoseScale
+ self.numPosKeys = numPosKeys
+ self.numRotKeys = numRotKeys
+ self.numScaleKeys = numScaleKeys
+ self.numScaleRotKeys = numScaleRotKeys
+ self.fMaxError = fMaxError
+ self.nodeName = nodeName
+
+ func setPosKeys(PosKeys : Array[PosKey]) -> void:
+ self.PosKeys = PosKeys
+
+ func setRotKeys(RotKeys : Array[RotKey]) -> void:
+ self.RotKeys = RotKeys
+
+ func setScaleKeys(ScaleKeys : Array[ScaleKey]) -> void:
+ self.ScaleKeys = ScaleKeys
+
+ func setScaleRotKeys(ScaleRotKeys : Array[ScaleRotKey]) -> void:
+ self.ScaleRotKeys = ScaleRotKeys
+
+ func debugPrint() -> void:
+ print("Node: %s, #PosKeys %d, #RotKeys %d, #ScaleKeys %d, #ScaleRotKeys %d" % [nodeName, numPosKeys, numRotKeys, numScaleKeys, numScaleRotKeys])
+ print("\tposeScaleRot %s,\tbindPoseScaleRot %s,\tposeScale %s,\tbindPoseScale %s" % [poseScaleRot, bindPoseScaleRot, poseScale, bindPoseScale])
+ for key : PosKey in PosKeys:
+ key.debugPrint()
+ for key : RotKey in RotKeys:
+ key.debugPrint()
+ for key : ScaleKey in ScaleKeys:
+ key.debugPrint()
+ for key : ScaleRotKey in ScaleRotKeys:
+ key.debugPrint()
+
+static func readBoneAnimationChunk(file : FileAccess, use_quat16 : bool) -> BoneAnimationChunk:
+ var numSubMotions : int = FileAccessUtils.read_int32(file)
+ var animChunk : BoneAnimationChunk = BoneAnimationChunk.new(numSubMotions)
+ var submotions : Array[SkeletalSubMotion] = []
+ for i : int in animChunk.numSubMotions:
+ submotions.push_back(readSkeletalSubMotion(file, use_quat16))
+ animChunk.setSkeletalSubMotions(submotions)
+ return animChunk
+
+class BoneAnimationChunk:
+ var numSubMotions : int # int32
+ var SkeletalSubMotions : Array[SkeletalSubMotion]
+
+ func _init(numSubMotions : int) -> void:
+ self.numSubMotions = numSubMotions
+
+ func setSkeletalSubMotions(SkeletalSubMotions : Array[SkeletalSubMotion]) -> void:
+ self.SkeletalSubMotions = SkeletalSubMotions
+
+ func debugPrint() -> void:
+ print("Number of Submotions: %d" % numSubMotions)
+ for submotion : SkeletalSubMotion in SkeletalSubMotions:
+ submotion.debugPrint()