iw4x-client/src/Components/Modules/AssetInterfaces/IXAnimParts.cpp

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2016-01-26 13:54:39 -05:00
#include <STDInclude.hpp>
namespace Assets
{
void IXAnimParts::Mark(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder)
{
Game::XAnimParts* asset = header.xanim;
if (asset->tagnames)
{
for (char i = 0; i < asset->boneCount[Game::XAnimPartType::PART_TYPE_ALL]; ++i)
{
builder->AddScriptString(asset->tagnames[i]);
}
}
if (asset->notetracks)
{
for (char i = 0; i < asset->notetrackCount; ++i)
{
builder->AddScriptString(asset->notetracks[i].name);
}
}
}
void IXAnimParts::Save_XAnimDeltaPart(Game::XAnimDeltaPart* delta, unsigned short framecount, Components::ZoneBuilder::Zone* builder)
{
Assert_Size(Game::XAnimDeltaPart, 12);
Utils::Stream* buffer = builder->GetBuffer();
Game::XAnimDeltaPart* destDelta = buffer->Dest<Game::XAnimDeltaPart>();
buffer->Save(delta, sizeof(Game::XAnimDeltaPart));
if (delta->trans)
{
buffer->Align(Utils::Stream::ALIGN_4);
buffer->Save(delta->trans, 4);
if (delta->trans->size)
{
buffer->Save(&delta->trans->u.frames, 28);
if (framecount > 0xFF)
{
buffer->SaveArray(delta->trans->u.frames.indices._2, delta->trans->size + 1);
}
else
{
buffer->SaveArray(delta->trans->u.frames.indices._1, delta->trans->size + 1);
}
if (delta->trans->u.frames.frames._1)
{
if (delta->trans->smallTrans)
{
buffer->Save(delta->trans->u.frames.frames._1, 3, delta->trans->size + 1);
}
else
{
buffer->Align(Utils::Stream::ALIGN_4);
buffer->Save(delta->trans->u.frames.frames._1, 6, delta->trans->size + 1);
}
}
}
else
{
buffer->Save(delta->trans->u.frame0, 12);
}
destDelta->trans = reinterpret_cast<Game::XAnimPartTrans*>(-1);
}
if (delta->quat2)
{
buffer->Align(Utils::Stream::ALIGN_4);
buffer->Save(delta->quat2, 4);
if (delta->quat2->size)
{
buffer->Save(&delta->quat2->u.frames, 4);
if (framecount > 0xFF)
{
buffer->Save(delta->quat2->u.frames.indices, 2, delta->quat2->size + 1);
}
else
{
buffer->Save(delta->quat2->u.frames.indices, 1, delta->quat2->size + 1);
}
if (delta->quat2->u.frames.frames)
{
buffer->Align(Utils::Stream::ALIGN_4);
buffer->Save(delta->quat2->u.frames.frames, 4, delta->quat2->size + 1);
}
}
else
{
buffer->Save(delta->quat2->u.frame0, 4);
}
destDelta->quat2 = reinterpret_cast<Game::XAnimDeltaPartQuat2*>(-1);
}
if (delta->quat)
{
buffer->Align(Utils::Stream::ALIGN_4);
buffer->Save(delta->quat, 4);
if (delta->quat->size)
{
buffer->Save(&delta->quat->u.frames, 4);
if (framecount > 0xFF)
{
buffer->Save(delta->quat->u.frames.indices, 2, delta->quat->size + 1);
}
else
{
buffer->Save(delta->quat->u.frames.indices, 1, delta->quat->size + 1);
}
if (delta->quat->u.frames.frames)
{
buffer->Align(Utils::Stream::ALIGN_4);
buffer->Save(delta->quat->u.frames.frames, 4, delta->quat->size + 1);
}
}
else
{
buffer->Save(delta->quat->u.frame0, 4);
}
destDelta->quat = reinterpret_cast<Game::XAnimDeltaPartQuat*>(-1);
}
}
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void IXAnimParts::Save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder)
{
Assert_Size(Game::XAnimParts, 88);
Utils::Stream* buffer = builder->GetBuffer();
Game::XAnimParts* asset = header.xanim;
Game::XAnimParts* dest = buffer->Dest<Game::XAnimParts>();
buffer->Save(asset, sizeof(Game::XAnimParts));
buffer->PushBlock(Game::XFILE_BLOCK_VIRTUAL);
if (asset->name)
{
buffer->SaveString(builder->GetAssetName(this->GetType(), asset->name));
dest->name = reinterpret_cast<char*>(-1);
}
if (asset->tagnames)
{
buffer->Align(Utils::Stream::ALIGN_2);
unsigned short* destTagnames = buffer->Dest<unsigned short>();
buffer->SaveArray(asset->tagnames, asset->boneCount[Game::XAnimPartType::PART_TYPE_ALL]);
for (char i = 0; i < asset->boneCount[Game::XAnimPartType::PART_TYPE_ALL]; ++i)
{
builder->MapScriptString(&destTagnames[i]);
}
dest->tagnames = reinterpret_cast<short*>(-1);
}
if (asset->notetracks)
{
Assert_Size(Game::XAnimNotifyInfo, 8);
buffer->Align(Utils::Stream::ALIGN_4);
Game::XAnimNotifyInfo* destNotetracks = buffer->Dest<Game::XAnimNotifyInfo>();
buffer->SaveArray(asset->notetracks, asset->notetrackCount);
for (char i = 0; i < asset->notetrackCount; ++i)
{
builder->MapScriptString(&destNotetracks[i].name);
}
dest->notetracks = reinterpret_cast<Game::XAnimNotifyInfo*>(-1);
}
if (asset->delta)
{
Assert_Size(Game::XAnimDeltaPart, 12);
buffer->Align(Utils::Stream::ALIGN_4);
IXAnimParts::Save_XAnimDeltaPart(asset->delta, asset->framecount, builder);
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dest->delta = reinterpret_cast<Game::XAnimDeltaPart*>(-1);
}
if (asset->dataByte)
{
buffer->SaveArray(asset->dataByte, asset->dataByteCount);
dest->dataByte = reinterpret_cast<char*>(-1);
}
if (asset->dataShort)
{
buffer->Align(Utils::Stream::ALIGN_2);
buffer->SaveArray(asset->dataShort, asset->dataShortCount);
dest->dataShort = reinterpret_cast<short*>(-1);
}
if (asset->dataInt)
{
buffer->Align(Utils::Stream::ALIGN_4);
buffer->SaveArray(asset->dataInt, asset->dataIntCount);
dest->dataInt = reinterpret_cast<int*>(-1);
}
if (asset->randomDataShort)
{
buffer->Align(Utils::Stream::ALIGN_2);
buffer->SaveArray(asset->randomDataShort, asset->randomDataShortCount);
dest->randomDataShort = reinterpret_cast<short*>(-1);
}
if (asset->randomDataByte)
{
buffer->SaveArray(asset->randomDataByte, asset->randomDataByteCount);
dest->randomDataByte = reinterpret_cast<char*>(-1);
}
if (asset->randomDataInt)
{
buffer->Align(Utils::Stream::ALIGN_4);
buffer->SaveArray(asset->randomDataInt, asset->randomDataIntCount);
dest->randomDataInt = reinterpret_cast<int*>(-1);
}
if (asset->indices.data)
{
if (asset->framecount > 0xFF)
{
buffer->Align(Utils::Stream::ALIGN_2);
buffer->SaveArray(dest->indices._2, asset->framecount);
}
else
{
buffer->SaveArray(dest->indices._1, asset->framecount);
}
dest->indices.data = reinterpret_cast<void*>(-1);
}
buffer->PopBlock();
}
}