clean it up!
This commit is contained in:
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1bd6f0c4ad
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1edf6ce398
@ -1,13 +1,17 @@
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#include <STDInclude.hpp>
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#include <stdint.h>
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#include "IXModel.hpp"
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namespace Assets
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{
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void IXModel::load(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder)
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{
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header->model = builder->getIW4OfApi()->read<Game::XModel>(Game::XAssetType::ASSET_TYPE_XMODEL, name);
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if (header->model)
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if (header->model)
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{
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// ???
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if (header->model->physCollmap)
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@ -257,4 +261,683 @@ namespace Assets
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buffer->popBlock();
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}
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uint8_t IXModel::GetIndexOfBone(const Game::XModel* model, std::string name)
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{
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for (uint8_t i = 0; i < model->numBones; i++)
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{
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const auto bone = model->boneNames[i];
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const auto boneName = Game::SL_ConvertToString(bone);
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if (name == boneName)
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{
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return i;
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}
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}
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return static_cast<uint8_t>(UCHAR_MAX);
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};
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uint8_t IXModel::GetParentIndexOfBone(const Game::XModel* model, uint8_t index)
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{
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const auto parentIndex = index - model->parentList[index - model->numRootBones];
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return static_cast<uint8_t>(parentIndex);
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};
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void IXModel::SetParentIndexOfBone(Game::XModel* model, uint8_t boneIndex, uint8_t parentIndex)
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{
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if (boneIndex == SCHAR_MAX)
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{
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return;
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}
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model->parentList[boneIndex - model->numRootBones] = boneIndex - parentIndex;
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};
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std::string IXModel::GetParentOfBone(Game::XModel* model, uint8_t index)
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{
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const auto parentIndex = GetParentIndexOfBone(model, index);
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const auto boneName = Game::SL_ConvertToString(model->boneNames[parentIndex]);
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return boneName;
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};
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uint8_t IXModel::GetHighestAffectingBoneIndex(const Game::XModelLodInfo* lod)
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{
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uint8_t highestBoneIndex = 0;
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constexpr auto LENGTH = 6;
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{
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for (auto surfIndex = 0; surfIndex < lod->numsurfs; surfIndex++)
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{
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const auto surface = &lod->surfs[surfIndex];
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auto vertsBlendOffset = 0;
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int rebuiltPartBits[6]{};
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std::unordered_set<uint8_t> affectingBones{};
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const auto registerBoneAffectingSurface = [&](unsigned int offset) {
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uint8_t index = static_cast<uint8_t>(surface->vertInfo.vertsBlend[offset] / sizeof(Game::DObjSkelMat));
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highestBoneIndex = std::max(highestBoneIndex, index);
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};
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// 1 bone weight
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for (auto vertIndex = 0; vertIndex < surface->vertInfo.vertCount[0]; vertIndex++)
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{
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registerBoneAffectingSurface(vertsBlendOffset + 0);
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vertsBlendOffset += 1;
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}
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// 2 bone weights
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for (auto vertIndex = 0; vertIndex < surface->vertInfo.vertCount[1]; vertIndex++)
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{
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registerBoneAffectingSurface(vertsBlendOffset + 0);
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registerBoneAffectingSurface(vertsBlendOffset + 1);
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vertsBlendOffset += 3;
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}
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// 3 bone weights
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for (auto vertIndex = 0; vertIndex < surface->vertInfo.vertCount[2]; vertIndex++)
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{
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registerBoneAffectingSurface(vertsBlendOffset + 0);
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registerBoneAffectingSurface(vertsBlendOffset + 1);
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registerBoneAffectingSurface(vertsBlendOffset + 3);
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vertsBlendOffset += 5;
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}
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// 4 bone weights
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for (auto vertIndex = 0; vertIndex < surface->vertInfo.vertCount[3]; vertIndex++)
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{
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registerBoneAffectingSurface(vertsBlendOffset + 0);
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registerBoneAffectingSurface(vertsBlendOffset + 1);
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registerBoneAffectingSurface(vertsBlendOffset + 3);
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registerBoneAffectingSurface(vertsBlendOffset + 5);
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vertsBlendOffset += 7;
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}
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for (auto vertListIndex = 0; vertListIndex < surface->vertListCount; vertListIndex++)
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{
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highestBoneIndex = std::max(highestBoneIndex, static_cast<uint8_t>(surface->vertList[vertListIndex].boneOffset / sizeof(Game::DObjSkelMat)));
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}
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}
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}
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return highestBoneIndex;
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};
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void IXModel::RebuildPartBits(Game::XModel* model)
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{
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constexpr auto LENGTH = 6;
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for (auto i = 0; i < model->numLods; i++)
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{
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const auto lod = &model->lodInfo[i];
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int lodPartBits[6]{};
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for (auto surfIndex = 0; surfIndex < lod->numsurfs; surfIndex++)
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{
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const auto surface = &lod->surfs[surfIndex];
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auto vertsBlendOffset = 0;
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int rebuiltPartBits[6]{};
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std::unordered_set<uint8_t> affectingBones{};
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const auto registerBoneAffectingSurface = [&](unsigned int offset) {
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uint8_t index = static_cast<uint8_t>(surface->vertInfo.vertsBlend[offset] / sizeof(Game::DObjSkelMat));
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assert(index >= 0);
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assert(index < model->numBones);
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affectingBones.emplace(index);
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};
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// 1 bone weight
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for (auto vertIndex = 0; vertIndex < surface->vertInfo.vertCount[0]; vertIndex++)
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{
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registerBoneAffectingSurface(vertsBlendOffset + 0);
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vertsBlendOffset += 1;
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}
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// 2 bone weights
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for (auto vertIndex = 0; vertIndex < surface->vertInfo.vertCount[1]; vertIndex++)
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{
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registerBoneAffectingSurface(vertsBlendOffset + 0);
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registerBoneAffectingSurface(vertsBlendOffset + 1);
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vertsBlendOffset += 3;
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}
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// 3 bone weights
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for (auto vertIndex = 0; vertIndex < surface->vertInfo.vertCount[2]; vertIndex++)
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{
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registerBoneAffectingSurface(vertsBlendOffset + 0);
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registerBoneAffectingSurface(vertsBlendOffset + 1);
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registerBoneAffectingSurface(vertsBlendOffset + 3);
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vertsBlendOffset += 5;
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}
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// 4 bone weights
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for (auto vertIndex = 0; vertIndex < surface->vertInfo.vertCount[3]; vertIndex++)
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{
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registerBoneAffectingSurface(vertsBlendOffset + 0);
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registerBoneAffectingSurface(vertsBlendOffset + 1);
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registerBoneAffectingSurface(vertsBlendOffset + 3);
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registerBoneAffectingSurface(vertsBlendOffset + 5);
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vertsBlendOffset += 7;
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}
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for (auto vertListIndex = 0; vertListIndex < surface->vertListCount; vertListIndex++)
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{
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affectingBones.emplace(surface->vertList[vertListIndex].boneOffset / sizeof(Game::DObjSkelMat));
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}
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// Actually rebuilding
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for (const auto& boneIndex : affectingBones)
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{
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const auto bitPosition = 31 - boneIndex % 32;
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const auto groupIndex = boneIndex / 32;
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assert(groupIndex < 6);
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assert(groupIndex >= 0);
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rebuiltPartBits[groupIndex] |= 1 << bitPosition;
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lodPartBits[groupIndex] |= 1 << bitPosition;
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}
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std::memcpy(surface->partBits, rebuiltPartBits, 6 * sizeof(int32_t));
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}
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std::memcpy(lod->partBits, lodPartBits, 6 * sizeof(int32_t));
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std::memcpy(lod->modelSurfs->partBits, lodPartBits, 6 * sizeof(int32_t));
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// here's a little lesson in trickery:
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// We set the 192nd part bit to TRUE because it has no consequences
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// but allows us to find out whether that surf was already converted in the past or not
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lod->partBits[LENGTH - 1] |= 0x1;
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lod->modelSurfs->partBits[LENGTH - 1] |= 0x1;
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}
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};
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uint8_t IXModel::InsertBone(Game::XModel* model, const std::string& boneName, const std::string& parentName, Utils::Memory::Allocator& allocator)
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{
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assert(GetIndexOfBone(model, boneName) == UCHAR_MAX);
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constexpr auto MAX_BONES = 192;
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assert(model->numBones < MAX_BONES);
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// Start with backing up parent links that we will have to restore
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// We'll restore them at the end
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std::map<std::string, std::string> parentsToRestore{};
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for (int i = model->numRootBones; i < model->numBones; i++)
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{
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parentsToRestore[Game::SL_ConvertToString(model->boneNames[i])] = GetParentOfBone(model, i);
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}
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const uint8_t newBoneCount = model->numBones + 1;
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const uint8_t newBoneCountMinusRoot = newBoneCount - model->numRootBones;
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const auto parentIndex = GetIndexOfBone(model, parentName);
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assert(parentIndex != UCHAR_MAX);
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const uint8_t atPosition = parentIndex + 1;
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const uint8_t newBoneIndex = atPosition;
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const uint8_t newBoneIndexMinusRoot = atPosition - model->numRootBones;
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Components::Logger::Print("Inserting bone {} at position {} (between {} and {})\n", boneName, atPosition, Game::SL_ConvertToString(model->boneNames[atPosition-1]), Game::SL_ConvertToString(model->boneNames[atPosition+1]));
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// Reallocate
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const auto newBoneNames = allocator.allocateArray<uint16_t>(newBoneCount);
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const auto newMats = allocator.allocateArray<Game::DObjAnimMat>(newBoneCount);
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const auto newBoneInfo = allocator.allocateArray<Game::XBoneInfo>(newBoneCount);
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const auto newPartsClassification = allocator.allocateArray<uint8_t>(newBoneCount);
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const auto newQuats = allocator.allocateArray<int16_t>(4 * newBoneCountMinusRoot);
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const auto newTrans = allocator.allocateArray<float>(3 * newBoneCountMinusRoot);
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const auto newParentList = allocator.allocateArray<uint8_t>(newBoneCountMinusRoot);
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const uint8_t lengthOfFirstPart = atPosition;
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const uint8_t lengthOfSecondPart = model->numBones - atPosition;
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const uint8_t lengthOfFirstPartM1 = atPosition - model->numRootBones;
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const uint8_t lengthOfSecondPartM1 = model->numBones - model->numRootBones - (atPosition - model->numRootBones);
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const uint8_t atPositionM1 = atPosition - model->numRootBones;
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// should be equal to model->numBones
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int total = lengthOfFirstPart + lengthOfSecondPart;
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assert(total = model->numBones);
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// should be equal to model->numBones - model->numRootBones
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int totalM1 = lengthOfFirstPartM1 + lengthOfSecondPartM1;
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assert(totalM1 == model->numBones - model->numRootBones);
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// Copy before
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if (lengthOfFirstPart > 0)
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{
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std::memcpy(newBoneNames, model->boneNames, sizeof(uint16_t) * lengthOfFirstPart);
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std::memcpy(newMats, model->baseMat, sizeof(Game::DObjAnimMat) * lengthOfFirstPart);
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std::memcpy(newPartsClassification, model->partClassification, lengthOfFirstPart);
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std::memcpy(newBoneInfo, model->boneInfo, sizeof(Game::XBoneInfo) * lengthOfFirstPart);
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std::memcpy(newQuats, model->quats, sizeof(uint16_t) * 4 * lengthOfFirstPartM1);
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std::memcpy(newTrans, model->trans, sizeof(float) * 3 * lengthOfFirstPartM1);
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}
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// Insert new bone
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{
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unsigned int name = Game::SL_GetString(boneName.data(), 0);
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Game::XBoneInfo boneInfo{};
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Game::DObjAnimMat mat{};
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// It's ABSOLUTE!
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mat = model->baseMat[parentIndex];
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boneInfo = model->boneInfo[parentIndex];
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// It's RELATIVE !
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uint16_t quat[4]{};
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quat[3] = 32767; // 0 0 0 32767
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float trans[3]{};
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mat.transWeight = 1.9999f; // Should be 1.9999 like everybody?
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newMats[newBoneIndex] = mat;
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newBoneInfo[newBoneIndex] = boneInfo;
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newBoneNames[newBoneIndex] = static_cast<uint16_t>(name);
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// TODO parts Classification
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std::memcpy(&newQuats[newBoneIndexMinusRoot * 4], quat, ARRAYSIZE(quat) * sizeof(uint16_t));
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std::memcpy(&newTrans[newBoneIndexMinusRoot * 3], trans, ARRAYSIZE(trans) * sizeof(float));
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}
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// Copy after
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if (lengthOfSecondPart > 0)
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{
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std::memcpy(&newBoneNames[atPosition + 1], &model->boneNames[atPosition], sizeof(uint16_t) * lengthOfSecondPart);
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std::memcpy(&newMats[atPosition + 1], &model->baseMat[atPosition], sizeof(Game::DObjAnimMat) * lengthOfSecondPart);
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std::memcpy(&newPartsClassification[atPosition+1], &model->partClassification[atPosition], lengthOfSecondPart);
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std::memcpy(&newBoneInfo[atPosition + 1], &model->boneInfo[atPosition], sizeof(Game::XBoneInfo) * lengthOfSecondPart);
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std::memcpy(&newQuats[(atPositionM1 + 1) * 4], &model->quats[atPositionM1 * 4], sizeof(uint16_t) * 4 * lengthOfSecondPartM1);
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std::memcpy(&newTrans[(atPositionM1 + 1) * 3], &model->trans[atPositionM1 * 3], sizeof(float) * 3 * lengthOfSecondPartM1);
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}
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//Game::Z_VirtualFree(model->baseMat);
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//Game::Z_VirtualFree(model->boneInfo);
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//Game::Z_VirtualFree(model->boneNames);
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//Game::Z_VirtualFree(model->quats);
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//Game::Z_VirtualFree(model->trans);
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//Game::Z_VirtualFree(model->parentList);
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// Assign reallocated
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model->baseMat = newMats;
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model->boneInfo = newBoneInfo;
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model->boneNames = newBoneNames;
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model->quats = newQuats;
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model->trans = newTrans;
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model->parentList = newParentList;
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model->numBones = newBoneCount;
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// Update vertex weight
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for (uint8_t lodIndex = 0; lodIndex < model->numLods; lodIndex++)
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{
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const auto lod = &model->lodInfo[lodIndex];
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if ((lod->partBits[5] & 0x1) == 0x1)
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{
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// surface lod already converted (more efficient)
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continue;
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}
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if (GetHighestAffectingBoneIndex(lod) >= model->numBones)
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{
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// surface lod already converted (more accurate)
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continue;
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}
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for (int surfIndex = 0; surfIndex < lod->modelSurfs->numsurfs; surfIndex++)
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{
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auto vertsBlendOffset = 0u;
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const auto surface = &lod->modelSurfs->surfs[surfIndex];
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static_assert(sizeof(Game::DObjSkelMat) == 64);
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{
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const auto fixVertexBlendIndex = [&](unsigned int offset) {
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int index = static_cast<int>(surface->vertInfo.vertsBlend[offset] / sizeof(Game::DObjSkelMat));
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if (index >= atPosition)
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{
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index++;
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if (index < 0 || index >= model->numBones)
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{
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Components::Logger::Print("Unexpected 'bone index' {} out of {} bones while working vertex blend of model {} lod {} surf {}\n", index, model->numBones, model->name, lodIndex, surfIndex);
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assert(false);
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}
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surface->vertInfo.vertsBlend[offset] = static_cast<unsigned short>(index * sizeof(Game::DObjSkelMat));
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}
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};
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// Fix bone offsets
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if (surface->vertList)
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{
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for (auto vertListIndex = 0u; vertListIndex < surface->vertListCount; vertListIndex++)
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{
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const auto vertList = &surface->vertList[vertListIndex];
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auto index = vertList->boneOffset / sizeof(Game::DObjSkelMat);
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if (index >= atPosition)
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{
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index++;
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if (index < 0 || index >= model->numBones)
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{
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Components::Logger::Print("Unexpected 'bone index' {} out of {} bones while working list blend of model {} lod {} surf {}\n", index, model->numBones, model->name, lodIndex, surfIndex);
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assert(false);
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}
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vertList->boneOffset = static_cast<unsigned short>(index * sizeof(Game::DObjSkelMat));
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}
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}
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}
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// 1 bone weight
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for (auto vertIndex = 0; vertIndex < surface->vertInfo.vertCount[0]; vertIndex++)
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{
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fixVertexBlendIndex(vertsBlendOffset + 0);
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vertsBlendOffset += 1;
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}
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// 2 bone weights
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for (auto vertIndex = 0; vertIndex < surface->vertInfo.vertCount[1]; vertIndex++)
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{
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fixVertexBlendIndex(vertsBlendOffset + 0);
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fixVertexBlendIndex(vertsBlendOffset + 1);
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vertsBlendOffset += 3;
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}
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// 3 bone weights
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for (auto vertIndex = 0; vertIndex < surface->vertInfo.vertCount[2]; vertIndex++)
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{
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fixVertexBlendIndex(vertsBlendOffset + 0);
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fixVertexBlendIndex(vertsBlendOffset + 1);
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fixVertexBlendIndex(vertsBlendOffset + 3);
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vertsBlendOffset += 5;
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}
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// 4 bone weights
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for (auto vertIndex = 0; vertIndex < surface->vertInfo.vertCount[3]; vertIndex++)
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{
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fixVertexBlendIndex(vertsBlendOffset + 0);
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fixVertexBlendIndex(vertsBlendOffset + 1);
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fixVertexBlendIndex(vertsBlendOffset + 3);
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fixVertexBlendIndex(vertsBlendOffset + 5);
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vertsBlendOffset += 7;
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}
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}
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}
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}
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SetParentIndexOfBone(model, atPosition, parentIndex);
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// Restore parents
|
||||
for (const auto& kv : parentsToRestore)
|
||||
{
|
||||
// Fix parents
|
||||
const auto key = kv.first;
|
||||
const auto beforeVal = kv.second;
|
||||
|
||||
const auto parentIndex = GetIndexOfBone(model, beforeVal);
|
||||
const auto index = GetIndexOfBone(model, key);
|
||||
SetParentIndexOfBone(model, index, parentIndex);
|
||||
}
|
||||
|
||||
#if DEBUG
|
||||
// check
|
||||
for (const auto& kv : parentsToRestore)
|
||||
{
|
||||
const auto key = kv.first;
|
||||
const auto beforeVal = kv.second;
|
||||
|
||||
const auto index = GetIndexOfBone(model, key);
|
||||
const auto afterVal = GetParentOfBone(model, index);
|
||||
|
||||
if (beforeVal != afterVal)
|
||||
{
|
||||
printf("");
|
||||
}
|
||||
}
|
||||
//
|
||||
#endif
|
||||
|
||||
return atPosition; // Bone index of added bone
|
||||
};
|
||||
|
||||
|
||||
void IXModel::TransferWeights(Game::XModel* model, const uint8_t origin, const uint8_t destination)
|
||||
{
|
||||
// Does not work
|
||||
return;
|
||||
|
||||
const auto originalWeights = model->baseMat[origin].transWeight;
|
||||
model->baseMat[origin].transWeight = model->baseMat[destination].transWeight;
|
||||
model->baseMat[destination].transWeight = originalWeights;
|
||||
|
||||
for (int i = 0; i < model->numLods; i++)
|
||||
{
|
||||
const auto lod = &model->lodInfo[i];
|
||||
|
||||
for (int surfIndex = 0; surfIndex < lod->modelSurfs->numsurfs; surfIndex++)
|
||||
{
|
||||
auto vertsBlendOffset = 0u;
|
||||
|
||||
const auto surface = &lod->modelSurfs->surfs[surfIndex];
|
||||
{
|
||||
const auto transferVertexBlendIndex = [&](unsigned int offset) {
|
||||
int index = static_cast<int>(surface->vertInfo.vertsBlend[offset] / sizeof(Game::DObjSkelMat));
|
||||
if (index == origin)
|
||||
{
|
||||
if (index < 0 || index >= model->numBones - 1)
|
||||
{
|
||||
assert(false);
|
||||
}
|
||||
|
||||
index = destination;
|
||||
|
||||
surface->vertInfo.vertsBlend[offset] = static_cast<unsigned short>(index * sizeof(Game::DObjSkelMat));
|
||||
}
|
||||
};
|
||||
|
||||
// Fix bone offsets
|
||||
if (surface->vertList)
|
||||
{
|
||||
for (auto vertListIndex = 0u; vertListIndex < surface->vertListCount; vertListIndex++)
|
||||
{
|
||||
const auto vertList = &surface->vertList[vertListIndex];
|
||||
auto index = vertList->boneOffset / sizeof(Game::DObjSkelMat);
|
||||
if (index < 0 || index >= model->numBones - 1)
|
||||
{
|
||||
assert(false);
|
||||
}
|
||||
|
||||
if (index == origin)
|
||||
{
|
||||
index = destination;
|
||||
vertList->boneOffset = static_cast<unsigned short>(index * sizeof(Game::DObjSkelMat));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// 1 bone weight
|
||||
for (auto vertIndex = 0; vertIndex < surface->vertInfo.vertCount[0]; vertIndex++)
|
||||
{
|
||||
transferVertexBlendIndex(vertsBlendOffset + 0);
|
||||
|
||||
vertsBlendOffset += 1;
|
||||
}
|
||||
|
||||
// 2 bone weights
|
||||
for (auto vertIndex = 0; vertIndex < surface->vertInfo.vertCount[1]; vertIndex++)
|
||||
{
|
||||
transferVertexBlendIndex(vertsBlendOffset + 0);
|
||||
transferVertexBlendIndex(vertsBlendOffset + 1);
|
||||
|
||||
vertsBlendOffset += 3;
|
||||
}
|
||||
|
||||
// 3 bone weights
|
||||
for (auto vertIndex = 0; vertIndex < surface->vertInfo.vertCount[2]; vertIndex++)
|
||||
{
|
||||
transferVertexBlendIndex(vertsBlendOffset + 0);
|
||||
transferVertexBlendIndex(vertsBlendOffset + 1);
|
||||
transferVertexBlendIndex(vertsBlendOffset + 3);
|
||||
|
||||
|
||||
vertsBlendOffset += 5;
|
||||
}
|
||||
|
||||
// 4 bone weights
|
||||
for (auto vertIndex = 0; vertIndex < surface->vertInfo.vertCount[3]; vertIndex++)
|
||||
{
|
||||
transferVertexBlendIndex(vertsBlendOffset + 0);
|
||||
transferVertexBlendIndex(vertsBlendOffset + 1);
|
||||
transferVertexBlendIndex(vertsBlendOffset + 3);
|
||||
transferVertexBlendIndex(vertsBlendOffset + 5);
|
||||
|
||||
vertsBlendOffset += 7;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
|
||||
void IXModel::ConvertPlayerModelFromSingleplayerToMultiplayer(Game::XModel* model, Utils::Memory::Allocator& allocator)
|
||||
{
|
||||
auto indexOfSpine = GetIndexOfBone(model, "j_spinelower");
|
||||
if (indexOfSpine < UCHAR_MAX) // It has a spine so it must be some sort of humanoid
|
||||
{
|
||||
const auto nameOfParent = GetParentOfBone(model, indexOfSpine);
|
||||
|
||||
if (GetIndexOfBone(model, "torso_stabilizer") == UCHAR_MAX) // Singleplayer model is likely
|
||||
{
|
||||
|
||||
Components::Logger::Print("Converting {}\n", model->name);
|
||||
|
||||
// No stabilizer - let's do surgery
|
||||
// We're trying to get there:
|
||||
// tag_origin
|
||||
// j_main_root
|
||||
// pelvis
|
||||
// j_hip_le
|
||||
// j_hip_ri
|
||||
// tag_stowed_hip_rear
|
||||
// torso_stabilizer
|
||||
// j_spinelower
|
||||
// back_low
|
||||
// j_spineupper
|
||||
// back_mid
|
||||
// j_spine4
|
||||
|
||||
|
||||
const auto root = GetIndexOfBone(model, "j_mainroot");
|
||||
if (root < UCHAR_MAX) {
|
||||
|
||||
#if true
|
||||
//// Works
|
||||
//InsertBone(model, "offsetron_the_great_offsetter_of_bones", "j_mainroot", allocator);
|
||||
|
||||
//// Breaks the model
|
||||
//InsertBone(model, "offsetron2_the_greater_offsetter_of_bones", "j_mainroot", allocator);
|
||||
|
||||
//for (auto lodIndex = 0; lodIndex < model->numLods; lodIndex++)
|
||||
//{
|
||||
// convertedSurfs.emplace(model->lodInfo[lodIndex].modelSurfs);
|
||||
//}
|
||||
|
||||
//RebuildPartBits(model);
|
||||
|
||||
//return;
|
||||
|
||||
// Add pelvis
|
||||
const uint8_t indexOfPelvis = InsertBone(model, "pelvis", "j_mainroot", allocator);
|
||||
|
||||
TransferWeights(model, root, indexOfPelvis);
|
||||
|
||||
SetParentIndexOfBone(model, GetIndexOfBone(model, "j_hip_le"), indexOfPelvis);
|
||||
SetParentIndexOfBone(model, GetIndexOfBone(model, "j_hip_ri"), indexOfPelvis);
|
||||
SetParentIndexOfBone(model, GetIndexOfBone(model, "tag_stowed_hip_rear"), indexOfPelvis);
|
||||
|
||||
const uint8_t torsoStabilizer = InsertBone(model, "torso_stabilizer", "pelvis", allocator);
|
||||
SetParentIndexOfBone(model, GetIndexOfBone(model, "j_spinelower"), torsoStabilizer);
|
||||
|
||||
const uint8_t backLow = InsertBone(model, "back_low", "j_spinelower", allocator);
|
||||
TransferWeights(model, GetIndexOfBone(model, "j_spinelower"), backLow);
|
||||
SetParentIndexOfBone(model, GetIndexOfBone(model, "j_spineupper"), backLow);
|
||||
|
||||
const uint8_t backMid = InsertBone(model, "back_mid", "j_spineupper", allocator);
|
||||
TransferWeights(model, GetIndexOfBone(model, "j_spineupper"), backMid);
|
||||
SetParentIndexOfBone(model, GetIndexOfBone(model, "j_spine4"), backMid);
|
||||
|
||||
|
||||
assert(root == GetIndexOfBone(model, "j_mainroot"));
|
||||
assert(indexOfPelvis == GetIndexOfBone(model, "pelvis"));
|
||||
assert(backLow == GetIndexOfBone(model, "back_low"));
|
||||
assert(backMid == GetIndexOfBone(model, "back_mid"));
|
||||
|
||||
// Fix up torso stabilizer
|
||||
model->baseMat[torsoStabilizer].quat[0] = 0.F;
|
||||
model->baseMat[torsoStabilizer].quat[1] = 0.F;
|
||||
model->baseMat[torsoStabilizer].quat[2] = 0.F;
|
||||
model->baseMat[torsoStabilizer].quat[3] = 1.F;
|
||||
|
||||
const auto spineLowerM1 = GetIndexOfBone(model, "j_spinelower") - model->numRootBones;
|
||||
|
||||
// This doesn't feel like it should be necessary
|
||||
model->trans[spineLowerM1 * 3 + 0] = 0.069828756;
|
||||
model->trans[spineLowerM1 * 3 + 1] = -0.0f;
|
||||
model->trans[spineLowerM1 * 3 + 2] = 5.2035017F;
|
||||
|
||||
//// Euler -180.000 88.572 -90.000
|
||||
model->quats[(torsoStabilizer - model->numRootBones) * 4 + 0] = 16179; // 0.4952
|
||||
model->quats[(torsoStabilizer - model->numRootBones) * 4 + 1] = 16586; // 0.5077
|
||||
model->quats[(torsoStabilizer - model->numRootBones) * 4 + 2] = 16586; // 0.5077
|
||||
model->quats[(torsoStabilizer - model->numRootBones) * 4 + 3] = 16178; // 0.4952
|
||||
|
||||
#else
|
||||
const uint8_t torsoStabilizer = insertBone("torso_stabilizer", "j_mainroot");
|
||||
transferWeights(getIndexOfBone("j_mainroot"), getIndexOfBone("torso_stabilizer"));
|
||||
setParentIndexOfBone(getIndexOfBone("j_spinelower"), torsoStabilizer);
|
||||
#endif
|
||||
|
||||
RebuildPartBits(model);
|
||||
}
|
||||
}
|
||||
printf("");
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
@ -10,5 +10,17 @@ namespace Assets
|
||||
void save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
|
||||
void mark(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
|
||||
void load(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder) override;
|
||||
|
||||
static void ConvertPlayerModelFromSingleplayerToMultiplayer(Game::XModel* model, Utils::Memory::Allocator& allocator);
|
||||
|
||||
private:
|
||||
static uint8_t GetIndexOfBone(const Game::XModel* model, std::string name);
|
||||
static uint8_t GetParentIndexOfBone(const Game::XModel* model, uint8_t index);
|
||||
static void SetParentIndexOfBone(Game::XModel* model, uint8_t boneIndex, uint8_t parentIndex);
|
||||
static std::string GetParentOfBone(Game::XModel* model, uint8_t index);
|
||||
static uint8_t GetHighestAffectingBoneIndex(const Game::XModelLodInfo* lod);
|
||||
static void RebuildPartBits(Game::XModel* model);
|
||||
static uint8_t InsertBone(Game::XModel* model, const std::string& boneName, const std::string& parentName, Utils::Memory::Allocator& allocator);
|
||||
static void TransferWeights(Game::XModel* model, const uint8_t origin, const uint8_t destination);
|
||||
};
|
||||
}
|
||||
|
@ -789,7 +789,7 @@ namespace Components
|
||||
|
||||
params.request_mark_asset = [this](int type, void* data) -> void
|
||||
{
|
||||
Game::XAsset asset {static_cast<Game::XAssetType>(type), {data}};
|
||||
Game::XAsset asset{ static_cast<Game::XAssetType>(type), {data} };
|
||||
|
||||
AssetHandler::ZoneMark(asset, this);
|
||||
this->addRawAsset(static_cast<Game::XAssetType>(type), data);
|
||||
@ -1150,6 +1150,35 @@ namespace Components
|
||||
return params;
|
||||
}
|
||||
|
||||
std::function<void()> ZoneBuilder::LoadZoneWithTrace(const std::string& zone, OUT std::vector<std::pair<Game::XAssetType, std::string>>& assets)
|
||||
{
|
||||
ZoneBuilder::BeginAssetTrace(zone);
|
||||
|
||||
Game::XZoneInfo info{};
|
||||
info.name = zone.data();
|
||||
info.allocFlags = Game::DB_ZONE_MOD;
|
||||
info.freeFlags = 0;
|
||||
|
||||
Logger::Print("Loading zone '{}'...\n", zone);
|
||||
|
||||
Game::DB_LoadXAssets(&info, 1, true);
|
||||
AssetHandler::FindOriginalAsset(Game::XAssetType::ASSET_TYPE_RAWFILE, zone.data()); // Lock until zone is loaded
|
||||
|
||||
assets = ZoneBuilder::EndAssetTrace();
|
||||
|
||||
return [zone]() {
|
||||
Logger::Print("Unloading zone '{}'...\n", zone);
|
||||
|
||||
Game::XZoneInfo info{};
|
||||
info.freeFlags = Game::DB_ZONE_MOD;
|
||||
info.allocFlags = 0;
|
||||
info.name = nullptr;
|
||||
|
||||
Game::DB_LoadXAssets(&info, 1, true);
|
||||
AssetHandler::FindOriginalAsset(Game::XAssetType::ASSET_TYPE_RAWFILE, "default"); // Lock until zone is unloaded
|
||||
};
|
||||
}
|
||||
|
||||
ZoneBuilder::ZoneBuilder()
|
||||
{
|
||||
// ReSharper disable CppStaticAssertFailure
|
||||
@ -1259,83 +1288,47 @@ namespace Components
|
||||
Utils::Hook::Nop(0x5BC791, 5);
|
||||
|
||||
AssetHandler::OnLoad([](Game::XAssetType type, Game::XAssetHeader /* asset*/, const std::string& name, bool* /*restrict*/)
|
||||
{
|
||||
if (!ZoneBuilder::TraceZone.empty() && ZoneBuilder::TraceZone == FastFiles::Current())
|
||||
{
|
||||
if (!ZoneBuilder::TraceZone.empty() && ZoneBuilder::TraceZone == FastFiles::Current())
|
||||
{
|
||||
ZoneBuilder::TraceAssets.emplace_back(std::make_pair(type, name));
|
||||
#ifdef _DEBUG
|
||||
OutputDebugStringA(Utils::String::Format("%s\n", name));
|
||||
#endif
|
||||
}
|
||||
});
|
||||
ZoneBuilder::TraceAssets.emplace_back(std::make_pair(type, name));
|
||||
}
|
||||
});
|
||||
|
||||
Command::Add("dumpzone", [](const Command::Params* params)
|
||||
{
|
||||
if (params->size() < 2) return;
|
||||
|
||||
|
||||
std::string zone = params->get(1);
|
||||
|
||||
ZoneBuilder::DumpingZone = zone;
|
||||
ZoneBuilder::RefreshExporterWorkDirectory();
|
||||
|
||||
Game::XZoneInfo info;
|
||||
info.name = zone.data();
|
||||
info.allocFlags = Game::DB_ZONE_MOD;
|
||||
info.freeFlags = 0;
|
||||
std::vector<std::pair<Game::XAssetType, std::string>> assets{};
|
||||
const auto unload = ZoneBuilder::LoadZoneWithTrace(zone, assets);
|
||||
|
||||
Logger::Print("Loading zone '{}'...\n", zone);
|
||||
Logger::Print("Dumping zone '{}'...\n", zone);
|
||||
|
||||
for (const auto& asset : assets)
|
||||
{
|
||||
struct asset_t
|
||||
const auto type = asset.first;
|
||||
const auto name = asset.second;
|
||||
if (ExporterAPI.is_type_supported(type) && name[0] != ',')
|
||||
{
|
||||
Game::XAssetType type;
|
||||
char name[128];
|
||||
};
|
||||
|
||||
std::vector<asset_t> assets{};
|
||||
const auto handle = AssetHandler::OnLoad([&](Game::XAssetType type, Game::XAssetHeader asset, const std::string& name, bool* /*restrict*/)
|
||||
{
|
||||
if (ExporterAPI.is_type_supported(type) && name[0] != ',')
|
||||
{
|
||||
Game::XAsset xasset = { type, asset };
|
||||
asset_t assetIdentifier{};
|
||||
|
||||
// Fetch name
|
||||
const auto assetName = Game::DB_GetXAssetName(&xasset);
|
||||
std::memcpy(assetIdentifier.name, assetName, strnlen(assetName, ARRAYSIZE(assetIdentifier.name) - 1));
|
||||
assetIdentifier.name[ARRAYSIZE(assetIdentifier.name) - 1] = '\x00';
|
||||
|
||||
assetIdentifier.type = type;
|
||||
|
||||
assets.push_back(assetIdentifier);
|
||||
}
|
||||
});
|
||||
|
||||
Game::DB_LoadXAssets(&info, 1, true);
|
||||
AssetHandler::FindOriginalAsset(Game::ASSET_TYPE_RAWFILE, zone.data()); // Lock until zone is loaded
|
||||
|
||||
Logger::Print("Dumping zone '{}'...\n", zone);
|
||||
handle(); // Release
|
||||
for (const auto& asset : assets)
|
||||
{
|
||||
const auto assetHeader = Game::DB_FindXAssetHeader(asset.type, asset.name);
|
||||
const auto assetHeader = Game::DB_FindXAssetHeader(type, name.data());
|
||||
if (assetHeader.data)
|
||||
{
|
||||
ExporterAPI.write(asset.type, assetHeader.data);
|
||||
ExporterAPI.write(type, assetHeader.data);
|
||||
}
|
||||
else
|
||||
{
|
||||
Logger::Warning(Game::conChannel_t::CON_CHANNEL_ERROR, "Asset {} has disappeared while dumping!", asset.name);
|
||||
Logger::Warning(Game::conChannel_t::CON_CHANNEL_ERROR, "Asset {} has disappeared while dumping!\n", name);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Logger::Print("Unloading zone '{}'...\n", zone);
|
||||
info.freeFlags = Game::DB_ZONE_MOD;
|
||||
info.allocFlags = 0;
|
||||
info.name = nullptr;
|
||||
unload();
|
||||
|
||||
Game::DB_LoadXAssets(&info, 1, true);
|
||||
AssetHandler::FindOriginalAsset(Game::ASSET_TYPE_RAWFILE, "default"); // Lock until zone is unloaded
|
||||
Logger::Print("Zone '{}' dumped", ZoneBuilder::DumpingZone);
|
||||
ZoneBuilder::DumpingZone = std::string();
|
||||
});
|
||||
@ -1345,30 +1338,8 @@ namespace Components
|
||||
if (params->size() < 2) return;
|
||||
|
||||
std::string zone = params->get(1);
|
||||
|
||||
ZoneBuilder::BeginAssetTrace(zone);
|
||||
|
||||
Game::XZoneInfo info;
|
||||
info.name = zone.data();
|
||||
info.allocFlags = Game::DB_ZONE_MOD;
|
||||
info.freeFlags = 0;
|
||||
|
||||
Logger::Print("Loading zone '{}'...\n", zone);
|
||||
|
||||
Game::DB_LoadXAssets(&info, 1, true);
|
||||
AssetHandler::FindOriginalAsset(Game::XAssetType::ASSET_TYPE_RAWFILE, zone.data()); // Lock until zone is loaded
|
||||
|
||||
auto assets = ZoneBuilder::EndAssetTrace();
|
||||
|
||||
Logger::Print("Unloading zone '{}'...\n", zone);
|
||||
info.freeFlags = Game::DB_ZONE_MOD;
|
||||
info.allocFlags = 0;
|
||||
info.name = nullptr;
|
||||
|
||||
Game::DB_LoadXAssets(&info, 1, true);
|
||||
AssetHandler::FindOriginalAsset(Game::XAssetType::ASSET_TYPE_RAWFILE, "default"); // Lock until zone is unloaded
|
||||
|
||||
Logger::Print("Zone '{}' loaded with {} assets:\n", zone, assets.size());
|
||||
std::vector<std::pair<Game::XAssetType, std::string>> assets{};
|
||||
const auto unload = ZoneBuilder::LoadZoneWithTrace(zone, assets);
|
||||
|
||||
int count = 0;
|
||||
for (auto i = assets.begin(); i != assets.end(); ++i, ++count)
|
||||
@ -1377,6 +1348,7 @@ namespace Components
|
||||
}
|
||||
|
||||
Logger::Print("\n");
|
||||
unload();
|
||||
});
|
||||
|
||||
Command::Add("buildzone", [](const Command::Params* params)
|
||||
@ -1405,23 +1377,6 @@ namespace Components
|
||||
}
|
||||
});
|
||||
|
||||
static std::set<std::string> curTechsets_list;
|
||||
static std::set<std::string> techsets_list;
|
||||
|
||||
AssetHandler::OnLoad([](Game::XAssetType type, Game::XAssetHeader, const std::string& name, bool*)
|
||||
{
|
||||
if (type == Game::ASSET_TYPE_TECHNIQUE_SET)
|
||||
{
|
||||
if (name[0] == ',') return; // skip techsets from common_mp
|
||||
if (techsets_list.find(name) == techsets_list.end())
|
||||
{
|
||||
curTechsets_list.emplace(name);
|
||||
techsets_list.emplace(name);
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
|
||||
AssetHandler::OnLoad([](Game::XAssetType type, Game::XAssetHeader asset, [[maybe_unused]] const std::string& name, [[maybe_unused]] bool* restrict)
|
||||
{
|
||||
if (type != Game::ASSET_TYPE_SOUND)
|
||||
@ -1441,6 +1396,11 @@ namespace Components
|
||||
{
|
||||
// ouch
|
||||
// This should never happen and will cause a memory leak
|
||||
#if DEBUG
|
||||
// TODO: Crash the game proper when this happen, and do it in ModifyAsset maybe?
|
||||
__debugbreak();
|
||||
assert(false);
|
||||
#else
|
||||
// Let's change it to a streamed sound instead
|
||||
thisSound.soundFile->type = Game::SAT_STREAMED;
|
||||
|
||||
@ -1451,264 +1411,12 @@ namespace Components
|
||||
auto dir = virtualPath.remove_filename().string();
|
||||
dir = dir.substr(0, dir.size() - 1); // remove /
|
||||
thisSound.soundFile->u.streamSnd.filename.info.raw.dir = Utils::Memory::DuplicateString(dir);
|
||||
#endif
|
||||
}
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
Command::Add("buildtechsets", [](const Command::Params*)
|
||||
{
|
||||
Utils::IO::CreateDir("zone_source/techsets");
|
||||
Utils::IO::CreateDir("zone/techsets");
|
||||
|
||||
std::string csvStr;
|
||||
|
||||
const auto dir = std::format("zone/{}", Game::Win_GetLanguage());
|
||||
auto fileList = Utils::IO::ListFiles(dir, false);
|
||||
for (const auto& entry : fileList)
|
||||
{
|
||||
auto zone = entry.path().string();
|
||||
Utils::String::Replace(zone, Utils::String::VA("zone/%s/", Game::Win_GetLanguage()), "");
|
||||
Utils::String::Replace(zone, ".ff", "");
|
||||
|
||||
if (Utils::IO::FileExists("zone/techsets/" + zone + "_techsets.ff"))
|
||||
{
|
||||
Logger::Print("Skipping previously generated zone {}\n", zone);
|
||||
continue;
|
||||
}
|
||||
|
||||
if (zone.find("_load") != std::string::npos)
|
||||
{
|
||||
Logger::Print("Skipping loadscreen zone {}\n", zone);
|
||||
continue;
|
||||
}
|
||||
|
||||
if (Game::DB_IsZoneLoaded(zone.c_str()) || !FastFiles::Exists(zone))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
if (zone[0] == '.') continue; // fucking mac dotfiles
|
||||
|
||||
curTechsets_list.clear(); // clear from last run
|
||||
|
||||
// load the zone
|
||||
Game::XZoneInfo info;
|
||||
info.name = zone.c_str();
|
||||
info.allocFlags = Game::DB_ZONE_MOD;
|
||||
info.freeFlags = 0x0;
|
||||
Game::DB_LoadXAssets(&info, 1, 0);
|
||||
|
||||
while (!Game::Sys_IsDatabaseReady()) std::this_thread::sleep_for(100ms); // wait till its fully loaded
|
||||
|
||||
if (curTechsets_list.empty())
|
||||
{
|
||||
Logger::Print("Skipping empty zone {}\n", zone);
|
||||
// unload zone
|
||||
info.name = nullptr;
|
||||
info.allocFlags = 0x0;
|
||||
info.freeFlags = Game::DB_ZONE_MOD;
|
||||
Game::DB_LoadXAssets(&info, 1, true);
|
||||
continue;
|
||||
}
|
||||
|
||||
// ok so we're just gonna use the materials because they will use the techsets
|
||||
csvStr.clear();
|
||||
for (auto tech : curTechsets_list)
|
||||
{
|
||||
std::string mat = ZoneBuilder::FindMaterialByTechnique(tech);
|
||||
if (mat.length() == 0)
|
||||
{
|
||||
csvStr.append("techset," + tech + "\n");
|
||||
}
|
||||
else
|
||||
{
|
||||
csvStr.append("material," + mat + "\n");
|
||||
}
|
||||
}
|
||||
|
||||
// save csv
|
||||
Utils::IO::WriteFile("zone_source/techsets/" + zone + "_techsets.csv", csvStr);
|
||||
|
||||
// build the techset zone
|
||||
std::string zoneName = "techsets/" + zone + "_techsets";
|
||||
Logger::Print("Building zone '{}'...\n", zoneName);
|
||||
Zone(zoneName).build();
|
||||
|
||||
// unload original zone
|
||||
info.name = nullptr;
|
||||
info.allocFlags = 0x0;
|
||||
info.freeFlags = Game::DB_ZONE_MOD;
|
||||
Game::DB_LoadXAssets(&info, 1, true);
|
||||
|
||||
while (!Game::Sys_IsDatabaseReady()) std::this_thread::sleep_for(10ms); // wait till its fully loaded
|
||||
}
|
||||
|
||||
curTechsets_list.clear();
|
||||
techsets_list.clear();
|
||||
|
||||
Game::DB_EnumXAssets(Game::ASSET_TYPE_TECHNIQUE_SET, [](Game::XAssetHeader header, void*)
|
||||
{
|
||||
curTechsets_list.emplace(header.techniqueSet->name);
|
||||
techsets_list.emplace(header.techniqueSet->name);
|
||||
}, nullptr, false);
|
||||
|
||||
// HACK: set language to 'techsets' to load from that dir
|
||||
const char* language = Utils::Hook::Get<const char*>(0x649E740);
|
||||
Utils::Hook::Set<const char*>(0x649E740, "techsets");
|
||||
|
||||
// load generated techset fastfiles
|
||||
auto list = Utils::IO::ListFiles("zone/techsets", false);
|
||||
int i = 0;
|
||||
int subCount = 0;
|
||||
for (const auto& entry : list)
|
||||
{
|
||||
auto it = entry.path().string();
|
||||
|
||||
Utils::String::Replace(it, "zone/techsets/", "");
|
||||
Utils::String::Replace(it, ".ff", "");
|
||||
|
||||
if (it.find("_techsets") == std::string::npos) continue; // skip files we didn't generate for this
|
||||
|
||||
if (!Game::DB_IsZoneLoaded(it.data()))
|
||||
{
|
||||
Game::XZoneInfo info;
|
||||
info.name = it.data();
|
||||
info.allocFlags = Game::DB_ZONE_MOD;
|
||||
info.freeFlags = 0;
|
||||
|
||||
Game::DB_LoadXAssets(&info, 1, 0);
|
||||
while (!Game::Sys_IsDatabaseReady()) std::this_thread::sleep_for(10ms); // wait till its fully loaded
|
||||
}
|
||||
else
|
||||
{
|
||||
Logger::Print("Zone '{}' already loaded\n", it);
|
||||
}
|
||||
|
||||
if (i == 20) // cap at 20 just to be safe
|
||||
{
|
||||
// create csv with the techsets in it
|
||||
csvStr.clear();
|
||||
for (auto tech : curTechsets_list)
|
||||
{
|
||||
std::string mat = ZoneBuilder::FindMaterialByTechnique(tech);
|
||||
if (mat.length() == 0)
|
||||
{
|
||||
csvStr.append("techset," + tech + "\n");
|
||||
}
|
||||
else
|
||||
{
|
||||
csvStr.append("material," + mat + "\n");
|
||||
}
|
||||
}
|
||||
|
||||
std::string tempZoneFile = Utils::String::VA("zone_source/techsets/techsets%d.csv", subCount);
|
||||
std::string tempZone = Utils::String::VA("techsets/techsets%d", subCount);
|
||||
|
||||
Utils::IO::WriteFile(tempZoneFile, csvStr);
|
||||
|
||||
Logger::Print("Building zone '{}'...\n", tempZone);
|
||||
Zone(tempZone).build();
|
||||
|
||||
// unload all zones
|
||||
Game::XZoneInfo info;
|
||||
info.name = nullptr;
|
||||
info.allocFlags = 0x0;
|
||||
info.freeFlags = Game::DB_ZONE_MOD;
|
||||
Game::DB_LoadXAssets(&info, 1, true);
|
||||
|
||||
Utils::Hook::Set<const char*>(0x649E740, "techsets");
|
||||
|
||||
i = 0;
|
||||
subCount++;
|
||||
curTechsets_list.clear();
|
||||
techsets_list.clear();
|
||||
}
|
||||
|
||||
i++;
|
||||
}
|
||||
|
||||
// last iteration
|
||||
if (i != 0)
|
||||
{
|
||||
// create csv with the techsets in it
|
||||
csvStr.clear();
|
||||
for (auto tech : curTechsets_list)
|
||||
{
|
||||
std::string mat = ZoneBuilder::FindMaterialByTechnique(tech);
|
||||
if (mat.length() == 0)
|
||||
{
|
||||
Logger::Print("Couldn't find a material for techset {}. Sort Keys will be incorrect.\n", tech);
|
||||
csvStr.append("techset," + tech + "\n");
|
||||
}
|
||||
else
|
||||
{
|
||||
csvStr.append("material," + mat + "\n");
|
||||
}
|
||||
}
|
||||
|
||||
std::string tempZoneFile = Utils::String::VA("zone_source/techsets/techsets%d.csv", subCount);
|
||||
std::string tempZone = Utils::String::VA("techsets/techsets%d", subCount);
|
||||
|
||||
Utils::IO::WriteFile(tempZoneFile, csvStr);
|
||||
|
||||
Logger::Print("Building zone '{}'...\n", tempZone);
|
||||
Zone(tempZone).build();
|
||||
|
||||
// unload all zones
|
||||
Game::XZoneInfo info;
|
||||
info.name = nullptr;
|
||||
info.allocFlags = 0x0;
|
||||
info.freeFlags = Game::DB_ZONE_MOD;
|
||||
Game::DB_LoadXAssets(&info, 1, true);
|
||||
|
||||
subCount++;
|
||||
}
|
||||
|
||||
// build final techsets fastfile
|
||||
if (subCount > 24)
|
||||
{
|
||||
Logger::Error(Game::ERR_DROP, "How did you have 576 fastfiles?\n");
|
||||
}
|
||||
|
||||
curTechsets_list.clear();
|
||||
techsets_list.clear();
|
||||
|
||||
for (int j = 0; j < subCount; ++j)
|
||||
{
|
||||
Game::XZoneInfo info;
|
||||
info.name = Utils::String::VA("techsets%d", j);
|
||||
info.allocFlags = Game::DB_ZONE_MOD;
|
||||
info.freeFlags = 0;
|
||||
|
||||
Game::DB_LoadXAssets(&info, 1, 0);
|
||||
while (!Game::Sys_IsDatabaseReady()) std::this_thread::sleep_for(10ms); // wait till its fully loaded
|
||||
}
|
||||
|
||||
// create csv with the techsets in it
|
||||
csvStr.clear();
|
||||
for (const auto& tech : curTechsets_list)
|
||||
{
|
||||
auto mat = ZoneBuilder::FindMaterialByTechnique(tech);
|
||||
if (mat.length() == 0)
|
||||
{
|
||||
csvStr.append("techset," + tech + "\n");
|
||||
}
|
||||
else
|
||||
{
|
||||
csvStr.append("material," + mat + "\n");
|
||||
}
|
||||
}
|
||||
|
||||
Utils::IO::WriteFile("zone_source/techsets/techsets.csv", csvStr);
|
||||
|
||||
// set language back
|
||||
Utils::Hook::Set<const char*>(0x649E740, language);
|
||||
|
||||
Logger::Print("Building zone 'techsets/techsets'...\n");
|
||||
Zone("techsets/techsets").build();
|
||||
});
|
||||
|
||||
Command::Add("listassets", [](const Command::Params* params)
|
||||
{
|
||||
if (params->size() < 2) return;
|
||||
@ -1723,39 +1431,6 @@ namespace Components
|
||||
}, &type, false);
|
||||
}
|
||||
});
|
||||
|
||||
Command::Add("loadtempzone", [](const Command::Params* params)
|
||||
{
|
||||
if (params->size() < 2) return;
|
||||
|
||||
if (FastFiles::Exists(params->get(1)))
|
||||
{
|
||||
Game::XZoneInfo info;
|
||||
info.name = params->get(1);
|
||||
info.allocFlags = 0x80;
|
||||
info.freeFlags = 0x0;
|
||||
Game::DB_LoadXAssets(&info, 1, 0);
|
||||
}
|
||||
});
|
||||
|
||||
Command::Add("unloadtempzones", [](const Command::Params*)
|
||||
{
|
||||
Game::XZoneInfo info;
|
||||
info.name = nullptr;
|
||||
info.allocFlags = 0x0;
|
||||
info.freeFlags = 0x80;
|
||||
Game::DB_LoadXAssets(&info, 1, true);
|
||||
AssetHandler::FindOriginalAsset(Game::XAssetType::ASSET_TYPE_RAWFILE, "default"); // Lock until zone is unloaded
|
||||
});
|
||||
|
||||
Command::Add("materialInfoDump", [](const Command::Params*)
|
||||
{
|
||||
Game::DB_EnumXAssets(Game::ASSET_TYPE_MATERIAL, [](Game::XAssetHeader header, void*)
|
||||
{
|
||||
Logger::Print("{}: {:#X} {:#X} {:#X}\n",
|
||||
header.material->info.name, header.material->info.sortKey & 0xFF, header.material->info.gameFlags & 0xFF, header.material->stateFlags & 0xFF);
|
||||
}, nullptr, false);
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
@ -1767,37 +1442,4 @@ namespace Components
|
||||
ZoneBuilder::CommandThread.join();
|
||||
}
|
||||
}
|
||||
|
||||
#if defined(DEBUG) || defined(FORCE_UNIT_TESTS)
|
||||
bool ZoneBuilder::unitTest()
|
||||
{
|
||||
printf("Testing circular bit shifting (left)...");
|
||||
|
||||
unsigned int integer = 0x80000000;
|
||||
Utils::RotLeft(integer, 1);
|
||||
|
||||
if (integer != 1)
|
||||
{
|
||||
printf("Error\n");
|
||||
printf("Bit shifting failed: %X\n", integer);
|
||||
return false;
|
||||
}
|
||||
|
||||
printf("Success\n");
|
||||
printf("Testing circular bit shifting (right)...");
|
||||
|
||||
unsigned char byte = 0b00000011;
|
||||
Utils::RotRight(byte, 2);
|
||||
|
||||
if (byte != 0b11000000)
|
||||
{
|
||||
printf("Error\n");
|
||||
printf("Bit shifting failed %X\n", byte & 0xFF);
|
||||
return false;
|
||||
}
|
||||
|
||||
printf("Success\n");
|
||||
return true;
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
@ -124,10 +124,6 @@ namespace Components
|
||||
ZoneBuilder();
|
||||
~ZoneBuilder();
|
||||
|
||||
#if defined(DEBUG) || defined(FORCE_UNIT_TESTS)
|
||||
bool unitTest() override;
|
||||
#endif
|
||||
|
||||
static bool IsEnabled();
|
||||
static bool IsDumpingZone() { return DumpingZone.length() > 0; };
|
||||
|
||||
@ -161,6 +157,8 @@ namespace Components
|
||||
|
||||
static iw4of::params_t GetExporterAPIParams();
|
||||
|
||||
static std::function<void()> LoadZoneWithTrace(const std::string& zone, OUT std::vector<std::pair<Game::XAssetType, std::string>> &assets);
|
||||
|
||||
static void Com_Quitf_t();
|
||||
|
||||
static void CommandThreadCallback();
|
||||
|
@ -7118,7 +7118,7 @@ namespace Game
|
||||
IMG_FORMAT_COUNT = 0x17,
|
||||
};
|
||||
|
||||
enum $25EF9448C800B18F0C83DB367159AFD6
|
||||
enum XAnimPartType
|
||||
{
|
||||
PART_TYPE_NO_QUAT = 0x0,
|
||||
PART_TYPE_HALF_QUAT = 0x1,
|
||||
|
Loading…
Reference in New Issue
Block a user