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

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#include <STDInclude.hpp>
#include "IXModel.hpp"
#define IW4X_MODEL_VERSION 5
namespace Assets
{
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void IXModel::loadXSurfaceCollisionTree(Game::XSurfaceCollisionTree* entry, Utils::Stream::Reader* reader)
{
if (entry->nodes)
{
entry->nodes = reader->readArray<Game::XSurfaceCollisionNode>(entry->nodeCount);
}
if (entry->leafs)
{
entry->leafs = reader->readArray<Game::XSurfaceCollisionLeaf>(entry->leafCount);
}
}
void IXModel::loadXSurface(Game::XSurface* surf, Utils::Stream::Reader* reader, Components::ZoneBuilder::Zone* builder)
{
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if (surf->vertInfo.vertsBlend)
{
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));
}
// Access vertex block
if (surf->verts0)
{
surf->verts0 = reader->readArray<Game::GfxPackedVertex>(surf->vertCount);
}
// Save_XRigidVertListArray
if (surf->vertList)
{
surf->vertList = reader->readArray<Game::XRigidVertList>(surf->vertListCount);
for (unsigned int i = 0; i < surf->vertListCount; ++i)
{
Game::XRigidVertList* rigidVertList = &surf->vertList[i];
if (rigidVertList->collisionTree)
{
rigidVertList->collisionTree = reader->readObject<Game::XSurfaceCollisionTree>();
this->loadXSurfaceCollisionTree(rigidVertList->collisionTree, reader);
}
}
}
// Access index block
if (surf->triIndices)
{
void* oldPtr = surf->triIndices;
surf->triIndices = reader->readArray<unsigned short>(surf->triCount * 3);
if (builder->getAllocator()->isPointerMapped(oldPtr))
{
surf->triIndices = builder->getAllocator()->getPointer<unsigned short>(oldPtr);
}
else
{
builder->getAllocator()->mapPointer(oldPtr, surf->triIndices);
}
}
}
void IXModel::loadXModelSurfs(Game::XModelSurfs* asset, Utils::Stream::Reader* reader, Components::ZoneBuilder::Zone* builder)
{
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if (asset->name)
{
asset->name = reader->readCString();
}
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if (asset->surfs)
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{
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asset->surfs = reader->readArray<Game::XSurface>(asset->numsurfs);
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for (int i = 0; i < asset->numsurfs; ++i)
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{
this->loadXSurface(&asset->surfs[i], reader, builder);
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}
}
}
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void IXModel::load(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder)
{
Components::FileSystem::File modelFile(std::format("xmodel/{}.iw4xModel", name));
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if (!builder->isPrimaryAsset() && (!Components::ZoneBuilder::PreferDiskAssetsDvar.get<bool>() || !modelFile.exists()))
{
header->model = Components::AssetHandler::FindOriginalAsset(this->getType(), name.data()).model;
if (header->model) return;
}
if (modelFile.exists())
{
Utils::Stream::Reader reader(builder->getAllocator(), modelFile.getBuffer());
__int64 magic = reader.read<__int64>();
if (std::memcmp(&magic, "IW4xModl", 8))
{
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Components::Logger::Error(Game::ERR_FATAL, "Reading model '{}' failed, header is invalid!", name);
}
int version = reader.read<int>();
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if (version != IW4X_MODEL_VERSION)
{
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Components::Logger::Error(Game::ERR_FATAL, "Reading model '{}' failed, expected version is {}, but it was {}!", name, IW4X_MODEL_VERSION, version);
}
if (version == 4)
{
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Components::Logger::Warning(Game::CON_CHANNEL_DONT_FILTER, "Model '{}' is in legacy format, please update it!\n", name);
}
Game::XModel* asset = reader.readObject<Game::XModel>();
if (asset->name)
{
asset->name = reader.readCString();
}
if (asset->boneNames)
{
asset->boneNames = builder->getAllocator()->allocateArray<unsigned short>(asset->numBones);
for (char i = 0; i < asset->numBones; ++i)
{
asset->boneNames[i] = static_cast<std::uint16_t>(Game::SL_GetString(reader.readCString(), 0));
}
}
if (asset->parentList)
{
asset->parentList = reader.readArray<char>(asset->numBones - asset->numRootBones);
}
if (asset->quats)
{
asset->quats = reader.readArray<short>((asset->numBones - asset->numRootBones) * 4);
}
if (asset->trans)
{
asset->trans = reader.readArray<float>((asset->numBones - asset->numRootBones) * 3);
}
if (asset->partClassification)
{
asset->partClassification = reader.readArray<char>(asset->numBones);
}
if (asset->baseMat)
{
asset->baseMat = reader.readArray<Game::DObjAnimMat>(asset->numBones);
}
if (asset->materialHandles)
{
asset->materialHandles = reader.readArray<Game::Material*>(asset->numsurfs);
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for (unsigned char i = 0; i < asset->numsurfs; ++i)
{
if (asset->materialHandles[i])
{
asset->materialHandles[i] = Components::AssetHandler::FindAssetForZone(Game::XAssetType::ASSET_TYPE_MATERIAL, reader.readString(), builder).material;
}
}
}
// Save_XModelLodInfoArray
{
for (int i = 0; i < 4; ++i)
{
if (asset->lodInfo[i].modelSurfs)
{
asset->lodInfo[i].modelSurfs = reader.readObject<Game::XModelSurfs>();
this->loadXModelSurfs(asset->lodInfo[i].modelSurfs, &reader, builder);
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Components::AssetHandler::StoreTemporaryAsset(Game::XAssetType::ASSET_TYPE_XMODEL_SURFS, { asset->lodInfo[i].modelSurfs });
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asset->lodInfo[i].surfs = asset->lodInfo[i].modelSurfs->surfs;
// Zero that for now, it breaks the models.
// TODO: Figure out how that can be converted
asset->lodInfo[i].smcBaseIndexPlusOne = 0;
asset->lodInfo[i].smcSubIndexMask = 0;
asset->lodInfo[i].smcBucket = 0;
}
}
}
// Save_XModelCollSurfArray
if (asset->collSurfs)
{
asset->collSurfs = reader.readArray<Game::XModelCollSurf_s>(asset->numCollSurfs);
for (int i = 0; i < asset->numCollSurfs; ++i)
{
Game::XModelCollSurf_s* collSurf = &asset->collSurfs[i];
if (collSurf->collTris)
{
collSurf->collTris = reader.readArray<Game::XModelCollTri_s>(collSurf->numCollTris);
}
}
}
if (asset->boneInfo)
{
asset->boneInfo = reader.readArray<Game::XBoneInfo>(asset->numBones);
}
if (asset->physPreset)
{
asset->physPreset = reader.readObject<Game::PhysPreset>();
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if (asset->physPreset->name)
{
asset->physPreset->name = reader.readCString();
}
if (asset->physPreset->sndAliasPrefix)
{
asset->physPreset->sndAliasPrefix = reader.readCString();
}
// This is an experiment, ak74 fails though
if (asset->name == "weapon_ak74u"s)
{
asset->physPreset = nullptr;
}
else
{
Game::PhysPreset* preset = Components::AssetHandler::FindAssetForZone(Game::XAssetType::ASSET_TYPE_PHYSPRESET, asset->physPreset->name, builder).physPreset;
if (preset)
{
asset->physPreset = preset;
}
else
{
Components::AssetHandler::StoreTemporaryAsset(Game::XAssetType::ASSET_TYPE_PHYSPRESET, { asset->physPreset });
}
}
}
if (asset->physCollmap)
{
if (version == 4)
{
asset->physCollmap = nullptr;
}
else
{
Game::PhysCollmap* collmap = reader.readObject<Game::PhysCollmap>();
asset->physCollmap = collmap;
if (collmap->name)
{
collmap->name = reader.readCString();
}
if (collmap->geoms)
{
collmap->geoms = reader.readArray<Game::PhysGeomInfo>(collmap->count);
for (unsigned int i = 0; i < collmap->count; ++i)
{
Game::PhysGeomInfo* geom = &collmap->geoms[i];
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if (geom->brushWrapper)
{
Game::BrushWrapper* brush = reader.readObject<Game::BrushWrapper>();
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geom->brushWrapper = brush;
{
if (brush->brush.sides)
{
brush->brush.sides = reader.readArray<Game::cbrushside_t>(brush->brush.numsides);
for (unsigned short j = 0; j < brush->brush.numsides; ++j)
{
Game::cbrushside_t* side = &brush->brush.sides[j];
// TODO: Add pointer support
if (side->plane)
{
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side->plane = reader.readObject<Game::cplane_s>();
}
}
}
if (brush->brush.baseAdjacentSide)
{
brush->brush.baseAdjacentSide = reader.readArray<char>(brush->totalEdgeCount);
}
}
// TODO: Add pointer support
if (brush->planes)
{
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brush->planes = reader.readArray<Game::cplane_s>(brush->brush.numsides);
}
}
}
}
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Components::AssetHandler::StoreTemporaryAsset(Game::XAssetType::ASSET_TYPE_PHYSCOLLMAP, { asset->physCollmap });
// asset->physCollmap = nullptr;
}
}
if (!reader.end())
{
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Components::Logger::Error(Game::ERR_FATAL, "Reading model '{}' failed, remaining raw data found!", name);
}
header->model = asset;
}
}
void IXModel::mark(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder)
{
Game::XModel* asset = header.model;
if (asset->boneNames)
{
for (char i = 0; i < asset->numBones; ++i)
{
builder->addScriptString(asset->boneNames[i]);
}
}
if (asset->materialHandles)
{
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for (unsigned char i = 0; i < asset->numsurfs; ++i)
{
if (asset->materialHandles[i])
{
builder->loadAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, asset->materialHandles[i]);
}
}
}
for (int i = 0; i < 4; ++i)
{
if (asset->lodInfo[i].modelSurfs)
{
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builder->loadAsset(Game::XAssetType::ASSET_TYPE_XMODEL_SURFS, asset->lodInfo[i].modelSurfs);
}
}
if (asset->physPreset)
{
builder->loadAsset(Game::XAssetType::ASSET_TYPE_PHYSPRESET, asset->physPreset);
}
if (asset->physCollmap)
{
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builder->loadAsset(Game::XAssetType::ASSET_TYPE_PHYSCOLLMAP, asset->physCollmap);
}
}
void IXModel::save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder)
{
AssertSize(Game::XModel, 304);
Utils::Stream* buffer = builder->getBuffer();
Game::XModel* asset = header.model;
Game::XModel* dest = buffer->dest<Game::XModel>();
buffer->save(asset);
buffer->pushBlock(Game::XFILE_BLOCK_VIRTUAL);
if (asset->name)
{
buffer->saveString(builder->getAssetName(this->getType(), asset->name));
Utils::Stream::ClearPointer(&dest->name);
}
if (asset->boneNames)
{
buffer->align(Utils::Stream::ALIGN_2);
unsigned short* destBoneNames = buffer->dest<unsigned short>();
buffer->saveArray(asset->boneNames, asset->numBones);
for (char i = 0; i < asset->numBones; ++i)
{
builder->mapScriptString(&destBoneNames[i]);
}
Utils::Stream::ClearPointer(&dest->boneNames);
}
if (asset->parentList)
{
buffer->save(asset->parentList, asset->numBones - asset->numRootBones);
Utils::Stream::ClearPointer(&dest->parentList);
}
if (asset->quats)
{
buffer->align(Utils::Stream::ALIGN_2);
buffer->saveArray(asset->quats, (asset->numBones - asset->numRootBones) * 4);
Utils::Stream::ClearPointer(&dest->quats);
}
if (asset->trans)
{
buffer->align(Utils::Stream::ALIGN_4);
buffer->saveArray(asset->trans, (asset->numBones - asset->numRootBones) * 3);
Utils::Stream::ClearPointer(&dest->trans);
}
if (asset->partClassification)
{
buffer->save(asset->partClassification, asset->numBones);
Utils::Stream::ClearPointer(&dest->partClassification);
}
if (asset->baseMat)
{
AssertSize(Game::DObjAnimMat, 32);
buffer->align(Utils::Stream::ALIGN_4);
buffer->saveArray(asset->baseMat, asset->numBones);
Utils::Stream::ClearPointer(&dest->baseMat);
}
if (asset->materialHandles)
{
buffer->align(Utils::Stream::ALIGN_4);
Game::Material** destMaterials = buffer->dest<Game::Material*>();
buffer->saveArray(asset->materialHandles, asset->numsurfs);
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for (unsigned char i = 0; i < asset->numsurfs; ++i)
{
if (asset->materialHandles[i])
{
destMaterials[i] = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, asset->materialHandles[i]).material;
}
}
Utils::Stream::ClearPointer(&dest->materialHandles);
}
// Save_XModelLodInfoArray
{
AssertSize(Game::XModelLodInfo, 44);
for (int i = 0; i < 4; ++i)
{
if (asset->lodInfo[i].modelSurfs)
{
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dest->lodInfo[i].modelSurfs = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_XMODEL_SURFS, asset->lodInfo[i].modelSurfs).modelSurfs;
}
}
}
// Save_XModelCollSurfArray
if (asset->collSurfs)
{
AssertSize(Game::XModelCollSurf_s, 44);
buffer->align(Utils::Stream::ALIGN_4);
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)
{
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dest->physCollmap = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_PHYSCOLLMAP, asset->physCollmap).physCollmap;
}
buffer->popBlock();
}
}