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

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#include <STDInclude.hpp>
namespace Assets
{
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void IXAnimParts::Load(Game::XAssetHeader* header, std::string name, Components::ZoneBuilder::Zone* builder)
{
Components::FileSystem::File animFile(Utils::VA("xanim/%s.iw4xAnim", name.data()));
if (animFile.Exists())
{
Utils::Stream::Reader reader(builder->GetAllocator(), animFile.GetBuffer());
Game::XAnimParts* xanim = reader.ReadArray<Game::XAnimParts>();
if (xanim)
{
if (xanim->name)
{
xanim->name = reader.ReadCString();
}
if (xanim->tagnames)
{
xanim->tagnames = builder->GetAllocator()->AllocateArray<short>(xanim->boneCount[Game::XAnimPartType::PART_TYPE_ALL]);
for (int i = 0; i < xanim->boneCount[Game::XAnimPartType::PART_TYPE_ALL]; ++i)
{
xanim->tagnames[i] = Game::SL_GetString(reader.ReadCString(), 0);
}
}
if (xanim->notetracks)
{
xanim->notetracks = reader.ReadArray<Game::XAnimNotifyInfo>(xanim->notetrackCount);
for (int i = 0; i < xanim->notetrackCount; ++i)
{
xanim->notetracks[i].name = Game::SL_GetString(reader.ReadCString(), 0);
}
}
if (xanim->dataByte)
{
xanim->dataByte = reader.ReadArray<char>(xanim->dataByteCount);
}
if (xanim->dataShort)
{
xanim->dataShort = reader.ReadArray<short>(xanim->dataShortCount);
}
if (xanim->dataInt)
{
xanim->dataInt = reader.ReadArray<int>(xanim->dataIntCount);
}
if (xanim->randomDataByte)
{
xanim->randomDataByte = reader.ReadArray<char>(xanim->randomDataByteCount);
}
if (xanim->randomDataShort)
{
xanim->randomDataShort = reader.ReadArray<short>(xanim->randomDataShortCount);
}
if (xanim->randomDataInt)
{
xanim->randomDataInt = reader.ReadArray<int>(xanim->randomDataIntCount);
}
if (xanim->indices.data)
{
if (xanim->framecount < 256)
{
xanim->indices._1 = reader.ReadArray<char>(xanim->indexcount);
}
else
{
xanim->indices._2 = reader.ReadArray<unsigned short>(xanim->indexcount);
}
}
if (!reader.End())
{
Components::Logger::Error(0, "Reading animation '%s' failed, remaining raw data found!", name.data());
}
header->xanim = xanim;
}
}
}
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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>();
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buffer->Save(delta);
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);
}
Utils::Stream::ClearPointer(&destDelta->trans);
}
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);
}
Utils::Stream::ClearPointer(&destDelta->quat2);
}
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);
}
Utils::Stream::ClearPointer(&destDelta->quat);
}
}
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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));
Utils::Stream::ClearPointer(&dest->name);
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}
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]);
}
Utils::Stream::ClearPointer(&dest->tagnames);
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}
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);
}
Utils::Stream::ClearPointer(&dest->notetracks);
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}
if (asset->delta)
{
Assert_Size(Game::XAnimDeltaPart, 12);
buffer->Align(Utils::Stream::ALIGN_4);
IXAnimParts::Save_XAnimDeltaPart(asset->delta, asset->framecount, builder);
Utils::Stream::ClearPointer(&dest->delta);
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}
if (asset->dataByte)
{
buffer->SaveArray(asset->dataByte, asset->dataByteCount);
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Utils::Stream::ClearPointer(&dest->dataByte);
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}
if (asset->dataShort)
{
buffer->Align(Utils::Stream::ALIGN_2);
buffer->SaveArray(asset->dataShort, asset->dataShortCount);
Utils::Stream::ClearPointer(&dest->dataShort);
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}
if (asset->dataInt)
{
buffer->Align(Utils::Stream::ALIGN_4);
buffer->SaveArray(asset->dataInt, asset->dataIntCount);
Utils::Stream::ClearPointer(&dest->dataInt);
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}
if (asset->randomDataShort)
{
buffer->Align(Utils::Stream::ALIGN_2);
buffer->SaveArray(asset->randomDataShort, asset->randomDataShortCount);
Utils::Stream::ClearPointer(&dest->randomDataShort);
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}
if (asset->randomDataByte)
{
buffer->SaveArray(asset->randomDataByte, asset->randomDataByteCount);
Utils::Stream::ClearPointer(&dest->randomDataByte);
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}
if (asset->randomDataInt)
{
buffer->Align(Utils::Stream::ALIGN_4);
buffer->SaveArray(asset->randomDataInt, asset->randomDataIntCount);
Utils::Stream::ClearPointer(&dest->randomDataInt);
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}
if (asset->indices.data)
{
if (asset->framecount > 0xFF)
{
buffer->Align(Utils::Stream::ALIGN_2);
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buffer->SaveArray(asset->indices._2, asset->indexcount);
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}
else
{
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buffer->SaveArray(asset->indices._1, asset->indexcount);
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}
Utils::Stream::ClearPointer(&dest->indices.data);
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}
buffer->PopBlock();
}
}