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using System;
using System.Collections.Generic;
using System.Text.RegularExpressions;
using UnityEngine;
public class AliasModel
{
private static readonly Regex AnimationRegex = new Regex(@"^[a-zA-Z]+");
private readonly string name;
private readonly QAliasFrameType frameType;
private readonly List<(int, Mesh)> animationMeshes = new List<(int, Mesh)>();
public string Name => name;
public AliasModel(string name, QAliasFrameType frameType)
{
this.name = name;
this.frameType = frameType;
}
public int GetAnimationFrameCount(float frameNum)
{
if (!FindAnimation((int)frameNum, out Mesh mesh, out int startFrame))
return 0;
if (mesh.blendShapeCount == 0)
return 1;
return mesh.GetBlendShapeFrameCount(0);
}
public void Animate(float frameNum, out Mesh mesh, out float blendWeight)
{
blendWeight = 0;
int frameIndex = (int)frameNum;
if (!FindAnimation(frameIndex, out mesh, out int startFrame))
return;
if (mesh.blendShapeCount == 0)
return;
int numFrames = mesh.GetBlendShapeFrameCount(0);
blendWeight = ((frameNum - startFrame) / numFrames) % 1;
}
private bool FindAnimation(int frameIndex, out Mesh mesh, out int startFrame)
{
mesh = null;
startFrame = 0;
for (int i = 0; i < animationMeshes.Count; ++i)
{
startFrame = animationMeshes[i].Item1;
if (frameIndex >= startFrame)
{
mesh = animationMeshes[i].Item2;
return true;
}
}
return false; // Shouldn't happen
}
public void Dispose()
{
foreach (var mesh in animationMeshes)
{
UnityEngine.Object.Destroy(mesh.Item2);
}
animationMeshes.Clear();
}
public void ImportMeshData(QAliasHeader header, QTriVertex[][] poseVertices, QTriangle[] triangles, QSTVert[] stVertices)
{
// Massage the input data for easier conversion
PreprocessMeshData(header, triangles, ref poseVertices, ref stVertices);
// Triangle indices and UVs are the same for all animation frames
ConvertTriangles(triangles, out var indices);
ConvertUVs(stVertices, header.skinWidth, header.skinHeight, out var uvs);
// Identify animation sequences and turn each one into a separate Mesh with a single blend shape animation
if (frameType == QAliasFrameType.Single)
ImportSingleFrameAnimations(header, poseVertices, indices, uvs);
else
ImportGroupFrameAnimations(header, poseVertices, indices, uvs);
}
private void ImportSingleFrameAnimations(QAliasHeader header, QTriVertex[][] poseVertices, ushort[] indices, Vector2[] uvs)
{
Mesh mesh;
string animName = null;
int startFrame = 0;
for (int frameIdx = 0; frameIdx < header.numFrames; ++frameIdx)
{
// Individual sequences are identified by their prefix
string frameName = AnimationRegex.Match(header.frames[frameIdx].name).Value;
if (animName == null)
{
animName = frameName;
continue;
}
if (frameName != animName)
{
// New animation sequence; convert the previous sequence into a blend shape animation
mesh = CreateAnimatedMesh(header, poseVertices, indices, uvs, $"{name}_{animName}", startFrame, frameIdx);
animationMeshes.Add((startFrame, mesh));
animName = frameName;
startFrame = frameIdx;
}
}
// Convert the final (or only) sequence into a blend shape animation
mesh = CreateAnimatedMesh(header, poseVertices, indices, uvs, $"{name}_{animName}", startFrame, header.numFrames);
animationMeshes.Add((startFrame, mesh));
}
private void ImportGroupFrameAnimations(QAliasHeader header, QTriVertex[][] poseVertices, ushort[] indices, Vector2[] uvs)
{
for (int frameIdx = 0; frameIdx < header.numFrames; ++frameIdx)
{
var frame = header.frames[frameIdx];
Mesh mesh = CreateAnimatedMesh(header, poseVertices, indices, uvs, $"{name}_{frameIdx}",
frame.firstPose, frame.firstPose + frame.numPoses);
animationMeshes.Add((frame.firstPose, mesh));
}
}
/// <summary>
/// Quake has a bit of a weird outdated mesh setup where skin textures are split into a front side and a back side.
/// Vertices on the seam between the front and back are used by triangles on both sides, but require a correction
/// to their UVs when rendering the backside. To handle this properly, we duplicate these vertices and correct the
/// UVs ahead of time. We do this as a separate pre-process step to keep things simple.
/// </summary>
private static void PreprocessMeshData(QAliasHeader header, QTriangle[] triangles,
ref QTriVertex[][] poseVertices, ref QSTVert[] stVerts)
{
HashSet<int> seamVertices = new HashSet<int>();
// First count how many new vertices we need to make, so we can preallocate the required arrays
for (int triIdx = 0; triIdx < header.numTriangles; ++triIdx)
{
if (triangles[triIdx].facesFront != 0)
continue;
for (int indIdx = 0; indIdx < 3; ++indIdx)
{
int vertIndex = triangles[triIdx].vertIndex[indIdx];
if (stVerts[vertIndex].onSeam == 0)
continue;
// Back-side vertex on seam, needs to be duplicated and corrected
seamVertices.Add(vertIndex);
}
}
if (seamVertices.Count == 0)
return;
Array.Resize(ref stVerts, header.numVerts + seamVertices.Count);
for (int frameIdx = 0; frameIdx < header.numPoses; ++frameIdx)
{
Array.Resize(ref poseVertices[frameIdx], header.numVerts + seamVertices.Count);
}
Dictionary<int, int> vertexCopies = new Dictionary<int, int>();
int newVertIndex = header.numVerts;
// Now we go over all the triangles again and duplicate the vertices that are on a seam
for (int triIdx = 0; triIdx < header.numTriangles; ++triIdx)
{
if (triangles[triIdx].facesFront != 0)
continue;
for (int indIdx = 0; indIdx < 3; ++indIdx)
{
int vertIndex = triangles[triIdx].vertIndex[indIdx];
if (stVerts[vertIndex].onSeam == 0)
continue;
if (vertexCopies.ContainsKey(vertIndex))
{
// We've already duplicated this vertex before
triangles[triIdx].vertIndex[indIdx] = vertexCopies[vertIndex];
continue;
}
// Clone the ST value and correct it to map onto the backside of the skin
QSTVert stVertCopy = stVerts[vertIndex];
stVertCopy.s += header.skinWidth / 2;
stVerts[newVertIndex] = stVertCopy;
// Clone the vertex position data for all frames
for (int frameIdx = 0; frameIdx < header.numPoses; ++frameIdx)
{
QTriVertex triVertCopy = poseVertices[frameIdx][vertIndex];
poseVertices[frameIdx][newVertIndex] = triVertCopy;
}
triangles[triIdx].vertIndex[indIdx] = newVertIndex;
vertexCopies.Add(vertIndex, newVertIndex++);
}
}
header.numVerts = newVertIndex;
}
private static void ConvertVertices(QAliasHeader header, QTriVertex[] triVerts, out Vector3[] vertices, out Vector3[] normals)
{
int numVerts = triVerts.Length;
vertices = new Vector3[numVerts];
normals = new Vector3[numVerts];
Vector3 scale = header.scale.ToVector3();
Vector3 origin = header.scaleOrigin.ToVector3();
for (int i = 0; i < numVerts; ++i)
{
vertices[i] = (Vector3.Scale(triVerts[i].ToVector3(), scale) + origin).ToUnity();
normals[i] = QLightNormals.Get(triVerts[i].lightNormalIndex).ToUnity();
}
}
private static void ConvertTriangles(QTriangle[] triangles, out ushort[] indices)
{
int numTris = triangles.Length;
indices = new ushort[numTris * 3];
for (int i = 0; i < numTris; ++i)
{
indices[i * 3 + 0] = (ushort)triangles[i].vertIndex[0];
indices[i * 3 + 1] = (ushort)triangles[i].vertIndex[1];
indices[i * 3 + 2] = (ushort)triangles[i].vertIndex[2];
}
}
private static void ConvertUVs(QSTVert[] stVerts, int skinWidth, int skinHeight, out Vector2[] uvs)
{
int numVerts = stVerts.Length;
uvs = new Vector2[numVerts];
Vector2 scale = new Vector2(1.0f / skinWidth, 1.0f / skinHeight);
for (int i = 0; i < numVerts; ++i)
{
uvs[i] = Vector2.Scale(new Vector2(stVerts[i].s, stVerts[i].t), scale);
}
}
private static Mesh CreateAnimatedMesh(
QAliasHeader header, QTriVertex[][] poseVertices, ushort[] indices, Vector2[] uvs,
string animationName, int startPose, int endPose)
{
ConvertVertices(header, poseVertices[startPose], out var baseVertices, out var baseNormals);
var mesh = new Mesh { name = animationName };
mesh.SetVertices(baseVertices);
mesh.SetNormals(baseNormals);
if (endPose - startPose > 1)
{
CreateBlendShapes(mesh, animationName, baseVertices, baseNormals, header, poseVertices, startPose, endPose);
}
mesh.SetIndices(indices, MeshTopology.Triangles, 0, false);
mesh.SetUVs(0, uvs);
mesh.Optimize();
mesh.RecalculateBounds();
mesh.UploadMeshData(true);
return mesh;
}
private static void CreateBlendShapes(
Mesh mesh, string animName, Vector3[] baseVertices, Vector3[] baseNormals,
QAliasHeader header, QTriVertex[][] poseVertices, int startPose, int endPose)
{
var deltaVertices = new Vector3[header.numVerts];
var deltaNormals = new Vector3[header.numVerts];
Vector3 scale = header.scale.ToVector3();
Vector3 origin = header.scaleOrigin.ToVector3();
int numPoses = endPose - startPose;
// Repeat the first pose at the end, so we can smoothly animate the entire cycle and loop the animation without any breaks.
for (int index = 1; index <= numPoses; ++index)
{
int poseIdx = startPose + index % numPoses;
var poseVerts = poseVertices[poseIdx];
for (int vertIdx = 0; vertIdx < header.numVerts; ++vertIdx)
{
Vector3 vert = (Vector3.Scale(poseVerts[vertIdx].ToVector3(), scale) + origin).ToUnity();
deltaVertices[vertIdx] = vert - baseVertices[vertIdx];
deltaNormals[vertIdx] = QLightNormals.Get(poseVerts[vertIdx].lightNormalIndex).ToUnity() - baseNormals[vertIdx];
}
mesh.AddBlendShapeFrame(animName, (float)index / numPoses, deltaVertices, deltaNormals, null);
}
}
}