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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()
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