/usr/games/xracer-blender2track is in xracer-tools 0.96.9.1-6.
This file is owned by root:root, with mode 0o755.
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1222 1223 1224 1225 1226 1227 1228 1229 1230 1231 1232 1233 1234 1235 1236 1237 1238 1239 1240 1241 1242 1243 1244 1245 1246 1247 1248 1249 1250 1251 | #!/usr/bin/perl -w
# XRACER (C) 1999-2000 Richard W.M. Jones <rich@annexia.org> and other AUTHORS
#
# 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 2
# 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, write to the Free Software
# Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#
# $Id: xracer-blender2track.pl,v 1.8 2000/03/20 21:08:57 rich Exp $
# This script generates XRacer track files from Blender scene
# descriptions.
#
# To use it, first note that you currently need to have a Blender
# C-Key (this restriction will be lifted when free Blender is released
# in the summer this year). You will then need to design a track
# and export it using the Python script found in tools/blenderexport.
#
# In brief the program works as follows: It takes the Python exported
# track description and loads it into memory using the XRacer::BlenderImport
# module. It locates the track description which it expects to find
# on layer 1. It then converts the track description into a series of
# ``zones''. Each zone corresponds to the (nearly-) cuboid shape
# directly above each track face. If the craft enters one of these
# zones then it feels pressure from that face. Since the track lies
# mainly in the X-Y plane, we compute the X-Y bounding boxes of each
# of these zones and from that build up a simple BSP which maps a craft
# (x,y) position to a small number of zones. The job at run time is
# then simply to check the craft's actual position against each of these
# zones (there should be no more than about 4 or 5 zones to check - in
# other words, just about 30 point-to-plane comparisons). The track
# BSP etc. is written to a track description file called track.c. After
# building information about the track, the program looks at layer 2 to
# find scenery information. Each piece of scenery is turned into a distinct
# object and written to a file called obj_NAME.c.
use strict;
use Getopt::Long;
#use Data::Dumper;
use lib '../../XRacer/blib/lib'; # So you can run this without installing it.
use XRacer::Math;
use XRacer::BlenderImport;
# Read command line arguments.
my $silent = 0;
my $verbose = 0;
my $help = 0;
my $only_scenery = 0;
my $track_height = 0.2;
my $track_depth = 0.2;
my $track_expansion = 1.1;
GetOptions ("only-scenery" => \$only_scenery,
"track-height=f" => \$track_height,
"track-depth=f" => \$track_depth,
"track-expansion=f" => \$track_expansion,
"verbose" => \$verbose,
"silent" => \$silent,
"help|?" => \$help);
if ($help)
{
print STDERR "$0 [--verbose] [--silent] [--only-scenery] [--track-height=TRACK_HEIGHT] [--track-depth=TRACK_DEPTH] [--track-expansion=FACTOR] [blender.export] [OBJ,TEXTURE,TEXSCALE,ROTATION ...]\n";
exit 1;
}
print "track_height=$track_height, track_depth=$track_depth, track_expansion=$track_expansion\n" if $verbose;
print "Importing track ...\n" if $verbose;
my $world = parse XRacer::BlenderImport shift;
# Read texture descriptions, if any.
my %texture_description = ();
while ($_ = shift)
{
my ($object_name, $texture_name, $texture_scale, $texture_rotation)
= split /,/, $_;
$texture_description{$object_name}
= {
name => $texture_name,
scale => $texture_scale,
rotation => $texture_rotation
};
}
my $verticesref = $world->get_vertices;
my %layersinfo = $world->get_layer_info;
# Print out some information about the scene.
if ($verbose)
{
print "Number of common vertices: ", 0+@$verticesref, "\n";
print "Objects found in each layer:\n";
foreach (sort numerically keys %layersinfo)
{
my @objects = $world->get_meshes_in_layer ($_);
my @names = map { $_->{name} } @objects;
print " Layer $_: ", $layersinfo{$_},
" object(s): ", join (", ", @names), "\n";
}
}
# We are expecting to find:
# layer 0: Objects in this layer are ignored.
# layer 1: Track
# layer 2: EnterPlane00 EnterPlane01 .. EnterPlaneNN
# layer 3: Scenery objects ...
my @objects;
if (! $only_scenery)
{
@objects = $world->get_meshes_in_layer (1);
die "Expected to find a single object called ``Track'' in layer 1."
if @objects != 1 || $objects[0]->{name} ne "Track";
my $track_mesh = $objects[0];
# Do the track stuff.
do_track ($track_mesh);
@objects = $world->get_meshes_in_layer (2);
die "Expected to find EnterPlane* objects in layer 2."
unless @objects;
# Sort enter plane objects into numerical order.
@objects = sort { $a->{name} cmp $b->{name} } @objects;
for (my $i = 0; $i < @objects; ++$i)
{
my $name = $objects[$i]{name};
die "$name: Expected to find EnterPlane00, EnterPlane01, ... in layer 2."
unless $name =~ m/^EnterPlane([0-9][0-9])$/ && int ($1) == $i;
}
# Write out the enter planes.
do_enterplanes (\@objects);
}
# Do the scenery stuff.
@objects = $world->get_meshes_in_layer (3);
my @object_names = ();
foreach (@objects)
{
push @object_names, do_scenery_object ($_);
}
open OBJECTS_H, ">objects.h" or die "objects.h: $!";
print OBJECTS_H "/* This file describes all scenery objects.\n * It is automatically generated.\n */\n\n#ifndef __objects_h__\n#define __objects_h__\n\n";
foreach (@object_names)
{
print OBJECTS_H "extern void obj_${_}_display (void);\n";
print OBJECTS_H "extern int obj_${_}_load (void);\n";
print OBJECTS_H "extern void obj_${_}_unload (void);\n";
}
print OBJECTS_H "\n#endif __objects_h__\n";
close OBJECTS_H;
open OBJECTS_C, ">objects.c" or die "objects.c: $!";
print OBJECTS_C "/* This file describes all scenery objects.\n * It is automatically generated.\n */\n\n#include \"common.h\"\n\n";
print OBJECTS_C "int\nobj_load ()\n{\n";
foreach (@object_names)
{
print OBJECTS_C " if (obj_${_}_load ()) return -1;\n";
}
print OBJECTS_C " return 0;\n}\n\n";
print OBJECTS_C "void\nobj_unload ()\n{\n";
foreach (@object_names)
{
print OBJECTS_C " obj_${_}_unload ();\n";
}
print OBJECTS_C "}\n\n";
close OBJECTS_C;
exit 0;
#----------------------------------------------------------------------
# TRACK PROCESSING.
sub do_track
{
my $track_mesh = shift;
print "Processing track ...\n" if $verbose;
my @track_faces = @{$track_mesh->{faces}};
my ($track_min_x, $track_max_x, $track_min_y, $track_max_y)
= (1000000, -1000000, 1000000, -1000000);
my @faces = ();
my $face;
my $face_num = 0;
foreach $face (@track_faces)
{
my @face_vertex_indices = @{$face->{vertices}};
# All faces in the track mesh must be four-sided. Get the four
# vertices.
die "faces in track mesh must be four-sided"
if @face_vertex_indices != 4;
my $v0 = $verticesref->[$face_vertex_indices[0]]->{coords};
my $v1 = $verticesref->[$face_vertex_indices[1]]->{coords};
my $v2 = $verticesref->[$face_vertex_indices[2]]->{coords};
my $v3 = $verticesref->[$face_vertex_indices[3]]->{coords};
# Compute the midpoint and plane coefficients.
my $mp = midpoint ($v0, $v1, $v2, $v3);
my $plane = plane_coefficients ($v2, $v1, $v0);
# Construct a unit normal vector to the face.
my $n = unit_normal ($plane);
# Construct midpoint of plane HEIGHT * unit normal from face.
my $hn = multiply_scalar_vector ($track_height, $n);
my $mq = sum_vectors ($mp, $hn);
# Construct top points of the zone.
my $v4 = sum_vectors ($v0, $hn);
my $v5 = sum_vectors ($v1, $hn);
my $v6 = sum_vectors ($v2, $hn);
my $v7 = sum_vectors ($v3, $hn);
# Expand the top face out slightly.
my $v8 = sum_vectors ($mq,
multiply_scalar_vector ($track_expansion,
subtract_vectors ($v4, $mq)));
my $v9 = sum_vectors ($mq,
multiply_scalar_vector ($track_expansion,
subtract_vectors ($v5, $mq)));
my $v10 = sum_vectors ($mq,
multiply_scalar_vector ($track_expansion,
subtract_vectors ($v6, $mq)));
my $v11 = sum_vectors ($mq,
multiply_scalar_vector ($track_expansion,
subtract_vectors ($v7, $mq)));
# Construct the part of the zone below the track.
my $dn = multiply_scalar_vector (-$track_depth, $n);
my $v12 = sum_vectors ($v0, $dn);
my $v13 = sum_vectors ($v1, $dn);
my $v14 = sum_vectors ($v2, $dn);
my $v15 = sum_vectors ($v3, $dn);
# Construct the zone midpoint - so we can arrange all the
# faces to point inwards.
my $zone_midpoint = midpoint ($v0, $v1, $v2, $v3,
$v8, $v9, $v10, $v11);
# Construct the six faces around the zone.
my @face0 = reorder_face_so_point_inside ($zone_midpoint,
$v12, $v13, $v14, $v15);
my @face1 = reorder_face_so_point_inside ($zone_midpoint,
$v12, $v13, $v9, $v8);
my @face2 = reorder_face_so_point_inside ($zone_midpoint,
$v13, $v14, $v10, $v9);
my @face3 = reorder_face_so_point_inside ($zone_midpoint,
$v14, $v15, $v11, $v10);
my @face4 = reorder_face_so_point_inside ($zone_midpoint,
$v15, $v12, $v8, $v11);
my @face5 = reorder_face_so_point_inside ($zone_midpoint,
$v8, $v9, $v10, $v11);
# Construct the actual face plane.
my @faceplane = reorder_face_so_point_inside ($zone_midpoint,
$v0, $v1, $v2, $v3);
# Construct planes from faces.
my $plane0 = plane_coefficients (@face0);
my $plane1 = plane_coefficients (@face1);
my $plane2 = plane_coefficients (@face2);
my $plane3 = plane_coefficients (@face3);
my $plane4 = plane_coefficients (@face4);
my $plane5 = plane_coefficients (@face5);
my $faceplane = plane_coefficients (@faceplane);
# Construct the XY bounding box.
my ($min_x, $max_x, $min_y, $max_y)
= bbox ($v12, $v13, $v14, $v15, $v8, $v9, $v10, $v11);
# Update the track bounding box.
if ($min_x < $track_min_x) {
$track_min_x = $min_x;
} elsif ($max_x > $track_max_x) {
$track_max_x = $max_x;
}
if ($min_y < $track_min_y) {
$track_min_y = $min_y;
} elsif ($max_y > $track_max_y) {
$track_max_y = $max_y;
}
# Save everything about this face.
push @faces, { bbox_min_x => $min_x,
bbox_max_x => $max_x,
bbox_min_y => $min_y,
bbox_max_y => $max_y,
faceplane => $faceplane,
plane0 => $plane0,
plane1 => $plane1,
plane2 => $plane2,
plane3 => $plane3,
plane4 => $plane4,
plane5 => $plane5,
n => $face_num };
} continue {
$face_num ++;
}
my $nr_faces = 0+@faces;
if ($verbose)
{
print "Number of faces in track: ", $nr_faces, "\n";
print "Track XY bounding box: X: [$track_min_x, $track_max_x] Y: [$track_min_y, $track_max_y]\n";
}
# Write out the faces to a file.
print "Writing trackfaces.c ...\n" if $verbose;
open FACES, ">trackfaces.c" or die "trackfaces.c: $!";
print FACES "/* This file describes the shape of the track itself.\n * It is automatically generated.\n */\n\n#include \"common.h\"\n\n";
print FACES "int nr_track_faces = $nr_faces;\n\n";
print FACES "struct xrTrackFace track_faces[$nr_faces] = {\n";
foreach (@faces)
{
print FACES " { ",
cinitializer (@{$_->{faceplane}}), ", ",
cinitializer ($_->{plane0}, $_->{plane1},
$_->{plane2}, $_->{plane3},
$_->{plane4}, $_->{plane5}), " },\n";
}
print FACES "};\n\n";
print FACES "/* EOF */\n";
close FACES;
# Construct the BSP.
print "Building BSP ...\n" if $verbose;
my $bsp = build_track_bsp (\@faces,
$track_min_x, $track_max_x,
$track_min_y, $track_max_y,
0);
if ($verbose)
{
my ($nr_nodes, $nr_interior_nodes, $nr_terminal_nodes,
$nr_faces_spread, $max_depth)
= count_bsp ($bsp);
print "BSP: depth = $max_depth, nr nodes = $nr_nodes (interior = $nr_interior_nodes, terminal = $nr_terminal_nodes)\n";
#foreach (sort numerically keys %$nr_faces_spread)
# {
# print " nodes containing $_ face(s): ",
# $nr_faces_spread->{$_}, "\n";
# }
}
# Write out the BSP to a file.
print "Writing trackbsp.c ...\n" if $verbose;
open BSP, ">trackbsp.c" or die "trackbsp.c: $!";
print BSP "/* This file describes the shape of the track itself.\n * It is automatically generated.\n */\n\n#include \"common.h\"\n\n";
my $root_nodename = write_track_bsp ($bsp, \*BSP);
print BSP "struct xrTrackBSPNode *track_root = &$root_nodename;\n";
print BSP "/* EOF */\n";
close BSP;
}
sub build_track_bsp
{
my $facesref = shift;
my $min_x = shift;
my $max_x = shift;
my $min_y = shift;
my $max_y = shift;
my $level = shift;
my ($subtree0, $subtree1);
my ($split_axis, $split);
my $nr_faces = 0+@$facesref;
# Base case: only a small number of faces left or very deep inside.
if ($nr_faces <= 4 || $level > 12) # XXX Remove these constants.
{
my $node = { type => 'terminal',
faces => $facesref,
nr_faces => $nr_faces };
return $node;
}
# On even numbered levels, split parallel to the Y axis.
if (($level & 1) == 0)
{
$split_axis = 'y';
$split = ($min_x + $max_x) / 2;
# Separate faces into those left and those right of the line.
my @left_faces = ();
my @right_faces = ();
my $face;
foreach $face (@$facesref)
{
if ($face->{bbox_max_x} <= $split)
{
push @left_faces, $face;
}
elsif ($face->{bbox_min_x} >= $split)
{
push @right_faces, $face;
}
else
{
# Straddles the line. Split it.
# Make two copies of the face so we don't alter the original.
my %left_face = %$face;
my %right_face = %$face;
$left_face{bbox_max_x} = $split;
$right_face{bbox_min_x} = $split;
push @left_faces, \%left_face;
push @right_faces, \%right_face;
}
}
# Construct the left and right subtrees.
$subtree0
= build_track_bsp (\@left_faces,
$min_x, $split, $min_y, $max_y,
$level+1);
$subtree1
= build_track_bsp (\@right_faces,
$split, $max_x, $min_y, $max_y,
$level+1);
}
# On odd numbered levels, split parallel to the X axis.
else
{
$split_axis = 'x';
$split = ($min_y + $max_y) / 2;
# Separate faces into those above and those below the line.
my @below_faces = ();
my @above_faces = ();
my $face;
foreach $face (@$facesref)
{
if ($face->{bbox_max_y} <= $split)
{
push @below_faces, $face;
}
elsif ($face->{bbox_min_y} >= $split)
{
push @above_faces, $face;
}
else
{
# Straddles the line. Split it.
# Make two copies of the face so we don't alter the original.
my %below_face = %$face;
my %above_face = %$face;
$below_face{bbox_max_y} = $split;
$above_face{bbox_min_y} = $split;
push @below_faces, \%below_face;
push @above_faces, \%above_face;
}
}
# Construct the below and above subtrees.
$subtree0
= build_track_bsp (\@below_faces,
$min_x, $max_x, $min_y, $split,
$level+1);
$subtree1
= build_track_bsp (\@above_faces,
$min_x, $max_x, $split, $max_y,
$level+1);
}
# We can prune the tree quite considerably here. If both
# subtrees contain only empty terminal nodes, then we
# just return an empty terminal node ourselves. If both
# subtrees contain only terminal nodes with the same
# set of zones in each one, then we can immediately
# replace this with a terminal node with just that set
# of zones.
#
# Note an optimization here: if we ever build an interior
# node, then we *know* that the terminal nodes within
# have to be non-identical. Hence we only need to check
# the $subtree0 and $subtree1 if these trees consist
# of just terminal nodes!
if ($subtree0->{type} eq 'terminal' &&
$subtree1->{type} eq 'terminal' &&
$subtree0->{nr_faces} == $subtree1->{nr_faces})
{
my @facenums0 = sort numerically map { $_->{n} } @{$subtree0->{faces}};
my @facenums1 = sort numerically map { $_->{n} } @{$subtree1->{faces}};
#warn "\@facenums0 = ", join (", ", @facenums0);
#warn "\@facenums1 = ", join (", ", @facenums1);
if (sorted_list_equality (\@facenums0, \@facenums1))
{
my $node = { type => 'terminal',
faces => $subtree0->{faces},
nr_faces => $subtree0->{nr_faces} };
return $node;
}
}
# Construct an ordinary interior node.
my $node = { type => 'interior',
split_axis => $split_axis,
split => $split,
subtree0 => $subtree0,
subtree1 => $subtree1 };
return $node;
}
# Check two sorted lists for equality.
sub sorted_list_equality
{
my $list1 = shift;
my $list2 = shift;
return 0 if @$list1 != @$list2;
my $i;
for ($i = 0; $i < @$list1; ++$i)
{
return 0 if $list1->[$i] != $list2->[$i];
}
return 1;
}
# Reorder a face so that the point lies on the inside.
sub reorder_face_so_point_inside
{
my $point = shift;
my @vertices = @_;
my $plane = plane_coefficients ($vertices[0], $vertices[1], $vertices[2]);
if (distance_point_to_plane ($plane, $point) < 0) # outside
{
return reverse @vertices;
}
else # inside
{
return @vertices;
}
}
# Collect some stats on the BSP.
sub count_bsp
{
my $node = shift;
my ($nr_nodes, $nr_interior_nodes, $nr_terminal_nodes);
my %nr_faces_spread;
my $max_depth;
if ($node->{type} eq 'interior')
{
my ($nr_nodes0, $nr_interior_nodes0, $nr_terminal_nodes0,
$nr_faces_spread0, $max_depth0) = count_bsp ($node->{subtree0});
my ($nr_nodes1, $nr_interior_nodes1, $nr_terminal_nodes1,
$nr_faces_spread1, $max_depth1) = count_bsp ($node->{subtree1});
$nr_nodes = $nr_nodes0 + $nr_nodes1 + 1;
$nr_interior_nodes = $nr_interior_nodes0 + $nr_interior_nodes1 + 1;
$nr_terminal_nodes = $nr_terminal_nodes0 + $nr_terminal_nodes1;
foreach (keys %$nr_faces_spread0)
{
$nr_faces_spread{$_} = $nr_faces_spread0->{$_};
}
foreach (keys %$nr_faces_spread1)
{
$nr_faces_spread{$_} = 0 if !exists $nr_faces_spread{$_};
$nr_faces_spread{$_} += $nr_faces_spread1->{$_};
}
$max_depth = ($max_depth0 > $max_depth1) ? $max_depth0 : $max_depth1;
$max_depth++;
return ($nr_nodes, $nr_interior_nodes, $nr_terminal_nodes,
\%nr_faces_spread, $max_depth);
}
elsif ($node->{type} eq 'terminal')
{
$nr_faces_spread{$node->{nr_faces}} = 1;
return (1, 0, 1, \%nr_faces_spread, 1);
}
else
{
die "unknown node type: ", $node->{type};
}
}
# This variable is used by write_track_bsp to generate unique numbers.
my $_wtb_unique = 0;
# The following hash is used by write_track_bsp to share common face
# number lists.
my %_wtb_facenums2listname = ();
sub write_track_bsp
{
my $node = shift;
my $fh = shift;
my $nodename = "_node" . $_wtb_unique++;
if ($node->{type} eq 'terminal')
{
my $listname;
if ($node->{nr_faces} > 0)
{
$listname = "_list" . $_wtb_unique++;
my @facenums = sort numerically map { $_->{n} } @{$node->{faces}};
my $key = join (",", @facenums);
if (exists $_wtb_facenums2listname{$key})
{
$listname = $_wtb_facenums2listname{$key};
}
else
{
$_wtb_facenums2listname{$key} = $listname;
print $fh "static int ", $listname, "[] = ",
cinitializer (@facenums), ";\n";
}
}
print $fh "static struct xrTrackBSPNode $nodename = {\n";
print $fh " type: nodetype_terminal,\n";
print $fh " u: { t: {\n";
if ($node->{nr_faces} > 0)
{
print $fh " faces: $listname,\n";
}
else
{
print $fh " faces: 0,\n";
}
print $fh " nr_faces: ", $node->{nr_faces}, "\n";
print $fh " }}\n";
print $fh "};\n\n";
}
else # $node->{type} eq 'interior'
{
my $subtree0_nodename = write_track_bsp ($node->{subtree0}, $fh);
my $subtree1_nodename = write_track_bsp ($node->{subtree1}, $fh);
print $fh "static struct xrTrackBSPNode $nodename = {\n";
print $fh " type: nodetype_interior,\n";
print $fh " u: { i: {\n";
print $fh " subtree0: &$subtree0_nodename,\n";
print $fh " subtree1: &$subtree1_nodename,\n";
print $fh " split_axis: '", $node->{split_axis}, "',\n";
print $fh " split: ", $node->{split}, "\n";
print $fh " }}\n";
print $fh "};\n\n";
}
return $nodename;
}
sub numerically { $a <=> $b }
#----------------------------------------------------------------------
# ENTER PLANE PROCESSING.
sub do_enterplanes
{
my $meshsref = shift;
my $mesh;
my @planes = ();
foreach $mesh (@$meshsref)
{
# The mesh should consist of just a single quad.
my $name = $mesh->{name};
my $facesref = $mesh->{faces};
my $face0ref = $facesref->[0]->{vertices};
die "$name: Each EnterPlane* object should just a single quad."
if @$facesref != 1 || @$face0ref != 4;
# Compute the plane coefficients and save them.
my $v0 = $verticesref->[$face0ref->[0]]->{coords};
my $v1 = $verticesref->[$face0ref->[1]]->{coords};
my $v2 = $verticesref->[$face0ref->[2]]->{coords};
my $v3 = $verticesref->[$face0ref->[3]]->{coords};
push @planes, plane_coefficients ($v0, $v1, $v2);
if ($verbose && 0)
{
print "enterplane points:\n";
print " ",
join (", ", ($v0->[0], $v0->[1], $v0->[2], $v0->[3])), "\n";
print " ",
join (", ", ($v1->[0], $v1->[1], $v1->[2], $v1->[3])), "\n";
print " ",
join (", ", ($v2->[0], $v2->[1], $v2->[2], $v2->[3])), "\n";
print " ",
join (", ", ($v3->[0], $v3->[1], $v3->[2], $v3->[3])), "\n";
}
}
# Write the enterplanes.c file.
open C, ">enterplanes.c" or die "enterplanes.c: $!";
print C "/* This file describes the segments in the track.\n * It is automatically generated.\n */\n\n#include \"common.h\"\n\n";
print C "int nr_enterplanes = ", 0+@planes, ";\n\n";
print C "struct xrTrackEnterPlane enterplanes[", 0+@planes, "] = {\n";
print C join (",",
map { cinitializer ($_) } @planes);
print C "\n};\n\n";
print C "/* EOF */\n";
close C;
}
#----------------------------------------------------------------------
# SCENERY OBJECT PROCESSING.
sub do_scenery_object
{
my $mesh = shift;
my $name = $mesh->{name};
my $facesref = $mesh->{faces};
my $material = $mesh->{material};
my $has_texcoords = $mesh->{has_texcoords};
my $has_colours = $mesh->{has_colours};
my $has_material = $mesh->{has_material};
print "Processing mesh ", $name, " ...\n" if $verbose;
# Get the texture description for this mesh (supplied on the
# command line).
my $force_texture = 0;
my $texture_name;
my $texture_scale;
my $texture_rotation;
if (exists $texture_description{$name})
{
$force_texture = 1;
$texture_name = $texture_description{$name}{name};
$texture_scale = $texture_description{$name}{scale} || 1;
$texture_rotation = $texture_description{$name}{rotation} || 0;
}
# Canonicalize the name for the name of the output file and
# the name of the symbols in the output file.
my $canon_name = $name;
$canon_name =~ tr/a-zA-Z0-9/_/cs;
if ($canon_name =~ m/^[0-9]/)
{
die "$name: canonical name cannot begin with a number";
}
# Derive names for the output file and for the symbols.
my $c_filename = "obj_" . $canon_name . ".c";
my $symbol_prefix = "obj_" . $canon_name;
# We need to build a list of vertices actually used by
# this face, derived from the global list of vertices.
# We also need to copy these vertices so that we can
# make changes (such as adding texture coordinates if
# $force_texture is set). To do this, we first build a
# mapping from `new' vertex numbers to `old' (ie. global)
# vertex numbers, and another mapping in the reverse
# direction. Then we use this mapping to renumber the
# faces. Thirdly we copy the old vertices into a new
# vertex array.
my @new2old = ();
my %old2new = ();
my $face;
foreach $face (@$facesref)
{
my $vsref = $face->{vertices};
my $vertexindex;
foreach $vertexindex (@$vsref)
{
if (! exists $old2new{$vertexindex})
{
$old2new{$vertexindex} = @new2old;
push @new2old, $vertexindex;
}
}
}
foreach $face (@$facesref)
{
my $vsref = $face->{vertices};
my $vertexindex;
my @newvs = ();
foreach $vertexindex (@$vsref)
{
push @newvs, $old2new{$vertexindex};
}
$face->{vertices} = \@newvs;
}
my @vertices = (); # New array of vertices.
foreach (@new2old)
{
my %vertex = %{$verticesref->[$_]}; # Shallow copy of vertex hash.
push @vertices, \%vertex;
}
# Force texture coordinates, if desired.
if ($force_texture)
{
$has_texcoords = 1; # Because we are going to forcibly add them.
$has_colours = 0;
$has_material = 0;
my ($min_x, $min_y, $min_z,
$max_x, $max_y, $max_z) = ( 1000000, 1000000, 1000000,
-1000000, -1000000, -1000000);
# We use a very simple formula here: (1) we find the min and max
# x, y, z coordinates over the whole mesh (2) we work out which
# pair (eg. (x, z)) of these coordinates vary the most (3) we set
# the texture coordinates to range over [0,1] over these two
# axes.
my $face;
foreach $face (@$facesref)
{
my $vsref = $face->{vertices};
my $vertexindex;
foreach $vertexindex (@$vsref)
{
my $vsref = $vertices[$vertexindex]->{coords};
my @vs = @$vsref;
if ($vs[0] < $min_x) { $min_x = $vs[0] }
elsif ($vs[0] > $max_x) { $max_x = $vs[0] }
if ($vs[1] < $min_y) { $min_y = $vs[1] }
elsif ($vs[1] > $max_y) { $max_y = $vs[1] }
if ($vs[2] < $min_z) { $min_z = $vs[2] }
elsif ($vs[2] > $max_z) { $max_z = $vs[2] }
}
}
my $range_x = $max_x - $min_x;
my $range_y = $max_y - $min_y;
my $range_z = $max_z - $min_z;
# Which two axes shall we use?
my (@ords, $usub, $uscale, $vsub, $vscale);
if ($range_x >= $range_z && $range_y >= $range_z)
{
@ords = (0, 1); # Use (x, y).
$usub = $min_x;
$uscale = $range_x;
$vsub = $min_y;
$vscale = $range_y;
}
elsif ($range_x >= $range_y && $range_z >= $range_y)
{
@ords = (0, 2); # Use (x, z).
$usub = $min_x;
$uscale = $range_x;
$vsub = $min_z;
$vscale = $range_z;
}
elsif ($range_y >= $range_x && $range_z >= $range_x)
{
@ords = (1, 2); # Use (y, z).
$usub = $min_y;
$uscale = $range_y;
$vsub = $min_z;
$vscale = $range_z;
}
else
{
die "oops: ranges = ($range_x, $range_y, $range_z)";
}
if ($verbose)
{
print "ords: ($ords[0],$ords[1])\n";
print "usub = $usub, uscale = $uscale, vsub = $vsub, vscale = $vscale\n";
print "x: [$min_x, $max_x] (range: $range_x)\n";
print "y: [$min_y, $max_y] (range: $range_y)\n";
print "z: [$min_z, $max_z] (range: $range_z)\n";
}
# Assign (u, v) texture coordinates to each vertex.
my $vertex;
foreach $vertex (@vertices)
{
my @vs = @{$vertex->{coords}};
my $u = $texture_scale * ($vs[$ords[0]] - $usub) / $uscale;
my $v = $texture_scale * ($vs[$ords[1]] - $vsub) / $vscale;
if ($texture_rotation == 90)
{
my $c = $v;
$v = $u;
$u = $texture_scale-$c;
}
elsif ($texture_rotation == 180)
{
$u = $texture_scale-$u;
$v = $texture_scale-$v;
}
elsif ($texture_rotation == 270)
{
my $c = $v;
$v = $texture_scale-$u;
$u = $c;
}
$vertex->{texcoords} = [ $u, $v ];
}
}
# XXX Debug.
#dump_scenery_to_file (\@vertices, $facesref,
# "/tmp/" . $canon_name . ".obj");
# Write out what we have to the C output file.
open C, ">$c_filename" or die "$c_filename: $!";
print C "/* This file describes a scenery object.\n * It is automatically generated.\n */\n\n#include \"common.h\"\n\n";
print C "static int tex;\n\n";
print C "void\n${symbol_prefix}_display ()\n";
print C "{\n";
# Write out the vertex array.
print C " static GLfloat va[", 0+@vertices, "][3] = {",
join (", ",
map ({ "{" . $_->{coords}[0] . ", "
. $_->{coords}[1] . ", "
. $_->{coords}[2] . "}" } @vertices)), "};\n";
# Write out the normals array.
print C " static GLfloat na[", 0+@vertices, "][3] = {",
join (", ",
map ({ "{" . $_->{normal}[0] . ", "
. $_->{normal}[1] . ", "
. $_->{normal}[2] . "}" } @vertices)), "};\n";
# Write out the texture coordinate array.
if ($has_texcoords)
{
print C " static GLfloat tca[", 0+@vertices, "][2] = {",
join (", ",
map ({ "{" . $_->{texcoords}[0] . ", "
. $_->{texcoords}[1] . "}" } @vertices)), "};\n";
}
# Write out the vertex colours array.
if ($has_colours)
{
print C " static GLfloat vca[", 0+@vertices, "][2] = {",
join (", ",
map ({ "{" . $_->{colour}[0] . ", "
. $_->{colour}[1] . ", "
. $_->{colour}[2] . ", "
. $_->{colour}[3] . "}" } @vertices)), "};\n";
}
# Drawing prologue.
print C " glEnableClientState (GL_VERTEX_ARRAY);\n";
print C " glVertexPointer (3, GL_FLOAT, 0, va);\n";
print C " glEnableClientState (GL_NORMAL_ARRAY);\n";
print C " glNormalPointer (GL_FLOAT, 0, na);\n";
if ($has_texcoords)
{
print C " glEnableClientState (GL_TEXTURE_COORD_ARRAY);\n";
print C " glTexCoordPointer (2, GL_FLOAT, 0, tca);\n";
}
if ($has_colours)
{
print C " glEnableClientState (GL_COLOR_ARRAY);\n";
print C " glColorPointer (4, GL_FLOAT, 0, vca);\n";
}
print C " glBindTexture (GL_TEXTURE_2D, tex);\n";
# Separate faces into triangles, quads and polygons.
my @triangles = ();
my @quads = ();
my @polygons = ();
foreach (@$facesref)
{
if (@{$_->{vertices}} == 3)
{
push @triangles, $_->{vertices};
}
elsif (@{$_->{vertices}} == 4)
{
push @quads, $_->{vertices};
}
elsif (@{$_->{vertices}} > 4)
{
push @polygons, $_->{vertices};
}
}
# Draw triangles.
if (@triangles)
{
print C " glBegin (GL_TRIANGLES);\n";
foreach (@triangles)
{
print C " glArrayElement (", $_->[0], ");\n";
print C " glArrayElement (", $_->[1], ");\n";
print C " glArrayElement (", $_->[2], ");\n";
}
print C " glEnd ();\n";
}
# Draw quads.
if (@quads)
{
print C " glBegin (GL_QUADS);\n";
foreach (@quads)
{
print C " glArrayElement (", $_->[0], ");\n";
print C " glArrayElement (", $_->[1], ");\n";
print C " glArrayElement (", $_->[2], ");\n";
print C " glArrayElement (", $_->[3], ");\n";
}
print C " glEnd ();\n";
}
# Draw polygons.
if (@polygons)
{
print C " glBegin (GL_TRIANGLES);\n";
my $polygon;
foreach $polygon (@polygons)
{
foreach (@$polygon)
{
print C " glArrayElement (", $_, ");\n";
}
}
print C " glEnd ();\n";
}
# Drawing epilogue.
print C " glDisableClientState (GL_VERTEX_ARRAY);\n";
print C " glDisableClientState (GL_NORMAL_ARRAY);\n";
if ($has_texcoords)
{
print C " glDisableClientState (GL_TEXTURE_COORD_ARRAY);\n";
}
if ($has_colours)
{
print C " glDisableClientState (GL_COLOR_ARRAY);\n";
}
print C "}\n\n";
# Generate onload and onunload functions.
die if !defined $texture_name;
print C join ("\n",
("int",
"${symbol_prefix}_load ()",
"{",
" tex = xrTextureLoad (\"$texture_name\", 0, 0, 0, XR_TEXTURE_MIPMAPS);",
" if (tex == 0)",
" {",
" xrLog (LOG_ERROR, \"cannot load texture: $texture_name\");",
" return -1;",
" }",
"",
" return 0;",
"}",
"",
"void",
"${symbol_prefix}_unload ()",
"{",
" xrTextureUnload (tex);",
"}",
"",
""));
print C "/* EOF */\n";
close C;
return $canon_name;
}
sub dump_scenery_to_file
{
my $verticesref = shift;
my $facesref = shift;
my $filename = shift;
open OBJ, ">$filename" or die "$filename: $!";
print OBJ "3DG1\n", 0+@$verticesref, "\n";
foreach (@$verticesref)
{
my $vsref = $_->{coords};
print OBJ $vsref->[0], " ", $vsref->[1], " ", $vsref->[2], "\n";
}
foreach (@$facesref)
{
my @vis = @{$_->{vertices}};
print OBJ 0+@vis, " ", join (" ", @vis), " 0xc0c0c000\n";
}
close OBJ;
}
#----------------------------------------------------------------------
# This small helper function takes a list of either numbers of
# array refs, and returns an equivalent C string for initializing
# a C multi-dimensional array or structure.
sub cinitializer
{
return "{ " . join (", ",
map ({ ref ($_) eq 'ARRAY' ? cinitializer (@$_) : $_ }
@_)) . " }";
}
=pod
=head1 NAME
xracer-blender2track - generate a XRacer track from a Blender exported description file
=head1 SYNOPSIS
xracer-blender2track
[ B<--verbose> ] [ B<--silent> ] [ B<--only-scenery> ]
[ B<--track-height>=TRACK_HEIGHT ] [ B<--track-depth>=TRACK_DEPTH]
[ B<--track-expansion>=FACTOR ] [ blender.export ]
[ OBJ,TEXTURE,TEXSCALE,ROTATION [ ... ] ]
xracer-blender2track help | ?
=head1 DESCRIPTION
I<xracer-blender2track> is a perl script that takes a track description file
exported from Blender with help of the xracer-blenderexport Python module.
It generates a C source file that contains
code suitable to be used as a track description in the game XRacer.
=head1 SEE ALSO
L<xracer(6)>, L<xracer-mkcraft(1p)>, L<XRacer::BVRML(3pm)>
=head1 AUTHOR
This documentation for B<xracer-blender2track> was written by Filip Van Raemdonck
(mechanix@digibel.org) for the Debian prepackaged version of XRacer. It is
uncertain which of the persons listed in the AUTHORS file distributed with the
XRacer sources has written the actual script.
=cut
|