2017-01-20 08:36:52 -05:00
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#include "STDInclude.hpp"
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2017-01-16 11:42:50 -05:00
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#define IW4X_MODEL_VERSION 4
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namespace Assets
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{
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2017-01-03 16:04:10 -05:00
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void IXModel::loadXSurfaceCollisionTree(Game::XSurfaceCollisionTree* entry, Utils::Stream::Reader* reader)
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{
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if (entry->nodes)
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{
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entry->nodes = reader->readArray<Game::XSurfaceCollisionNode>(entry->nodeCount);
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}
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if (entry->leafs)
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{
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entry->leafs = reader->readArray<Game::XSurfaceCollisionLeaf>(entry->leafCount);
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}
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2017-01-16 11:42:50 -05:00
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}
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void IXModel::loadXSurface(Game::XSurface* surf, Utils::Stream::Reader* reader)
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{
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2017-01-03 16:04:10 -05:00
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if (surf->vertInfo.vertsBlend)
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{
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surf->vertInfo.vertsBlend = reader->readArray<unsigned short>(surf->vertInfo.vertCount[0] + (surf->vertInfo.vertCount[1] * 3) + (surf->vertInfo.vertCount[2] * 5) + (surf->vertInfo.vertCount[3] * 7));
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}
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// Access vertex block
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if (surf->verts0)
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{
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surf->verts0 = reader->readArray<Game::GfxPackedVertex>(surf->vertCount);
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}
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// Save_XRigidVertListArray
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if (surf->vertList)
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{
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surf->vertList = reader->readArray<Game::XRigidVertList>(surf->vertListCount);
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for (unsigned int i = 0; i < surf->vertListCount; ++i)
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{
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Game::XRigidVertList* rigidVertList = &surf->vertList[i];
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if (rigidVertList->collisionTree)
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{
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rigidVertList->collisionTree = reader->readObject<Game::XSurfaceCollisionTree>();
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this->loadXSurfaceCollisionTree(rigidVertList->collisionTree, reader);
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}
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}
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}
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// Access index block
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if (surf->triIndices)
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{
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surf->triIndices = reader->readArray<unsigned short>(surf->triCount * 3);
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2017-01-16 11:42:50 -05:00
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}
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}
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void IXModel::loadXModelSurfs(Game::XModelSurfs* asset, Utils::Stream::Reader* reader)
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{
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2017-01-03 16:04:10 -05:00
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if (asset->name)
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{
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asset->name = reader->readCString();
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}
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if (asset->surfaces)
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{
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asset->surfaces = reader->readArray<Game::XSurface>(asset->numSurfaces);
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for (int i = 0; i < asset->numSurfaces; ++i)
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{
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this->loadXSurface(&asset->surfaces[i], reader);
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}
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2017-01-16 11:42:50 -05:00
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}
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}
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void IXModel::load(Game::XAssetHeader* header, std::string name, Components::ZoneBuilder::Zone* builder)
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{
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Components::FileSystem::File modelFile(Utils::String::VA("xmodel/%s.iw4xModel", name.data()));
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if (modelFile.exists())
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{
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Utils::Stream::Reader reader(builder->getAllocator(), modelFile.getBuffer());
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if (reader.read<__int64>() != *reinterpret_cast<__int64*>("IW4xModl"))
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{
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Components::Logger::Error(0, "Reading model '%s' failed, header is invalid!", name.data());
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}
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int version = reader.read<int>();
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if (version != IW4X_MODEL_VERSION)
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{
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Components::Logger::Error(0, "Reading model '%s' failed, expected version is %d, but it was %d!", name.data(), IW4X_MODEL_VERSION, version);
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}
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Game::XModel* asset = reader.readObject<Game::XModel>();
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if (asset->name)
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{
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asset->name = reader.readCString();
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}
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if (asset->boneNames)
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{
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asset->boneNames = builder->getAllocator()->allocateArray<unsigned short>(asset->numBones);
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for (char i = 0; i < asset->numBones; ++i)
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{
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asset->boneNames[i] = Game::SL_GetString(reader.readCString(), 0);
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}
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}
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if (asset->parentList)
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{
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asset->parentList = reader.readArray<char>(asset->numBones - asset->numRootBones);
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}
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if (asset->quats)
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{
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asset->quats = reader.readArray<short>((asset->numBones - asset->numRootBones) * 4);
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}
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if (asset->trans)
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{
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asset->trans = reader.readArray<float>((asset->numBones - asset->numRootBones) * 3);
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}
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if (asset->partClassification)
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{
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asset->partClassification = reader.readArray<char>(asset->numBones);
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}
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if (asset->baseMat)
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{
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asset->baseMat = reader.readArray<Game::DObjAnimMat>(asset->numBones);
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}
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if (asset->materialHandles)
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{
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asset->materialHandles = reader.readArray<Game::Material*>(asset->numsurfs);
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for (char i = 0; i < asset->numsurfs; ++i)
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{
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if (asset->materialHandles[i])
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{
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asset->materialHandles[i] = Components::AssetHandler::FindAssetForZone(Game::XAssetType::ASSET_TYPE_MATERIAL, reader.readString(), builder).material;
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}
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}
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}
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// Save_XModelLodInfoArray
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{
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for (int i = 0; i < 4; ++i)
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{
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if (asset->lodInfo[i].modelSurfs)
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{
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asset->lodInfo[i].modelSurfs = reader.readObject<Game::XModelSurfs>();
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this->loadXModelSurfs(asset->lodInfo[i].modelSurfs, &reader);
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Components::AssetHandler::StoreTemporaryAsset(Game::XAssetType::ASSET_TYPE_XMODELSURFS, { asset->lodInfo[i].modelSurfs });
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asset->lodInfo[i].surfs = asset->lodInfo[i].modelSurfs->surfaces;
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// Zero that for now, it breaks the models.
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// TODO: Figure out how that can be converted
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asset->lodInfo[i].smcBaseIndexPlusOne = 0;
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asset->lodInfo[i].smcSubIndexMask = 0;
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asset->lodInfo[i].smcBucket = 0;
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}
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}
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}
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// Save_XModelCollSurfArray
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if (asset->collSurfs)
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{
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asset->collSurfs = reader.readArray<Game::XModelCollSurf_s>(asset->numCollSurfs);
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for (int i = 0; i < asset->numCollSurfs; ++i)
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{
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Game::XModelCollSurf_s* collSurf = &asset->collSurfs[i];
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if (collSurf->collTris)
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{
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collSurf->collTris = reader.readArray<Game::XModelCollTri_s>(collSurf->numCollTris);
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}
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}
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}
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if (asset->boneInfo)
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{
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asset->boneInfo = reader.readArray<Game::XBoneInfo>(asset->numBones);
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}
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if (asset->physPreset)
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{
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asset->physPreset = reader.readObject<Game::PhysPreset>();
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2017-01-06 08:36:03 -05:00
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if (asset->physPreset->name)
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{
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asset->physPreset->name = reader.readCString();
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}
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if (asset->physPreset->sndAliasPrefix)
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{
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asset->physPreset->sndAliasPrefix = reader.readCString();
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2017-01-16 11:42:50 -05:00
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}
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2017-01-18 09:18:25 -05:00
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// This is an experiment, ak74 fails though
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if (asset->name == "weapon_ak74u"s)
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{
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asset->physPreset = nullptr;
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}
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else
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{
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Components::AssetHandler::StoreTemporaryAsset(Game::XAssetType::ASSET_TYPE_PHYSPRESET, { asset->physPreset });
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}
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2017-01-16 11:42:50 -05:00
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}
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if (asset->physCollmap)
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{
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// TODO
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asset->physCollmap = nullptr;
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}
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if (!reader.end())
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{
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Components::Logger::Error(0, "Reading model '%s' failed, remaining raw data found!", name.data());
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}
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header->model = asset;
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}
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}
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void IXModel::mark(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder)
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{
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Game::XModel* asset = header.model;
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if (asset->boneNames)
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{
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for (char i = 0; i < asset->numBones; ++i)
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{
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builder->addScriptString(asset->boneNames[i]);
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}
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}
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if (asset->materialHandles)
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{
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for (char i = 0; i < asset->numsurfs; ++i)
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{
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if (asset->materialHandles[i])
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{
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builder->loadAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, asset->materialHandles[i]);
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}
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}
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}
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for (int i = 0; i < 4; ++i)
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{
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if (asset->lodInfo[i].modelSurfs)
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{
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builder->loadAsset(Game::XAssetType::ASSET_TYPE_XMODELSURFS, asset->lodInfo[i].modelSurfs);
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}
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}
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if (asset->physPreset)
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{
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builder->loadAsset(Game::XAssetType::ASSET_TYPE_PHYSPRESET, asset->physPreset);
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}
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if (asset->physCollmap)
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{
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builder->loadAsset(Game::XAssetType::ASSET_TYPE_PHYS_COLLMAP, asset->physCollmap);
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}
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}
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void IXModel::save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder)
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{
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AssertSize(Game::XModel, 304);
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Utils::Stream* buffer = builder->getBuffer();
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Game::XModel* asset = header.model;
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Game::XModel* dest = buffer->dest<Game::XModel>();
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buffer->save(asset);
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buffer->pushBlock(Game::XFILE_BLOCK_VIRTUAL);
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if (asset->name)
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{
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buffer->saveString(builder->getAssetName(this->getType(), asset->name));
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Utils::Stream::ClearPointer(&dest->name);
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}
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if (asset->boneNames)
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{
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buffer->align(Utils::Stream::ALIGN_2);
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unsigned short* destBoneNames = buffer->dest<unsigned short>();
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buffer->saveArray(asset->boneNames, asset->numBones);
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for (char i = 0; i < asset->numBones; ++i)
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{
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builder->mapScriptString(&destBoneNames[i]);
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}
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Utils::Stream::ClearPointer(&dest->boneNames);
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}
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if (asset->parentList)
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{
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buffer->save(asset->parentList, asset->numBones - asset->numRootBones);
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Utils::Stream::ClearPointer(&dest->parentList);
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}
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if (asset->quats)
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{
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buffer->align(Utils::Stream::ALIGN_2);
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buffer->saveArray(asset->quats, (asset->numBones - asset->numRootBones) * 4);
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Utils::Stream::ClearPointer(&dest->quats);
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}
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if (asset->trans)
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{
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buffer->align(Utils::Stream::ALIGN_4);
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buffer->saveArray(asset->trans, (asset->numBones - asset->numRootBones) * 3);
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Utils::Stream::ClearPointer(&dest->trans);
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}
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if (asset->partClassification)
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{
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buffer->save(asset->partClassification, asset->numBones);
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Utils::Stream::ClearPointer(&dest->partClassification);
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}
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if (asset->baseMat)
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{
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AssertSize(Game::DObjAnimMat, 32);
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buffer->align(Utils::Stream::ALIGN_4);
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buffer->saveArray(asset->baseMat, asset->numBones);
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Utils::Stream::ClearPointer(&dest->baseMat);
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}
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if (asset->materialHandles)
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{
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buffer->align(Utils::Stream::ALIGN_4);
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Game::Material** destMaterials = buffer->dest<Game::Material*>();
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buffer->saveArray(asset->materialHandles, asset->numsurfs);
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for (char i = 0; i < asset->numsurfs; ++i)
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{
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if (asset->materialHandles[i])
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{
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destMaterials[i] = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, asset->materialHandles[i]).material;
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}
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}
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Utils::Stream::ClearPointer(&dest->materialHandles);
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}
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// Save_XModelLodInfoArray
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{
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AssertSize(Game::XModelLodInfo, 44);
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for (int i = 0; i < 4; ++i)
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{
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if (asset->lodInfo[i].modelSurfs)
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{
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dest->lodInfo[i].modelSurfs = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_XMODELSURFS, asset->lodInfo[i].modelSurfs).surfaces;
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}
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}
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}
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// Save_XModelCollSurfArray
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if (asset->collSurfs)
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{
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AssertSize(Game::XModelCollSurf_s, 44);
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buffer->align(Utils::Stream::ALIGN_4);
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Game::XModelCollSurf_s* destColSurfs = buffer->dest<Game::XModelCollSurf_s>();
|
|
|
|
buffer->saveArray(asset->collSurfs, asset->numCollSurfs);
|
|
|
|
|
|
|
|
for (int i = 0; i < asset->numCollSurfs; ++i)
|
|
|
|
{
|
|
|
|
Game::XModelCollSurf_s* destCollSurf = &destColSurfs[i];
|
|
|
|
Game::XModelCollSurf_s* collSurf = &asset->collSurfs[i];
|
|
|
|
|
|
|
|
if (collSurf->collTris)
|
|
|
|
{
|
|
|
|
buffer->align(Utils::Stream::ALIGN_4);
|
|
|
|
|
|
|
|
buffer->save(collSurf->collTris, 48, collSurf->numCollTris);
|
|
|
|
Utils::Stream::ClearPointer(&destCollSurf->collTris);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
Utils::Stream::ClearPointer(&dest->collSurfs);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (asset->boneInfo)
|
|
|
|
{
|
|
|
|
AssertSize(Game::XBoneInfo, 28);
|
|
|
|
|
|
|
|
buffer->align(Utils::Stream::ALIGN_4);
|
|
|
|
|
|
|
|
buffer->saveArray(asset->boneInfo, asset->numBones);
|
|
|
|
Utils::Stream::ClearPointer(&dest->boneInfo);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (asset->physPreset)
|
|
|
|
{
|
|
|
|
dest->physPreset = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_PHYSPRESET, asset->physPreset).physPreset;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (asset->physCollmap)
|
|
|
|
{
|
|
|
|
dest->physCollmap = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_PHYS_COLLMAP, asset->physCollmap).physCollmap;
|
|
|
|
}
|
|
|
|
|
|
|
|
buffer->popBlock();
|
|
|
|
}
|
|
|
|
}
|