diff --git a/src/Components/Modules/AssetInterfaces/IXModel.cpp b/src/Components/Modules/AssetInterfaces/IXModel.cpp index d4444712..ad4f76b0 100644 --- a/src/Components/Modules/AssetInterfaces/IXModel.cpp +++ b/src/Components/Modules/AssetInterfaces/IXModel.cpp @@ -1,13 +1,17 @@ #include + +#include + #include "IXModel.hpp" namespace Assets { + void IXModel::load(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder) { header->model = builder->getIW4OfApi()->read(Game::XAssetType::ASSET_TYPE_XMODEL, name); - if (header->model) + if (header->model) { // ??? if (header->model->physCollmap) @@ -257,4 +261,683 @@ namespace Assets buffer->popBlock(); } + + + uint8_t IXModel::GetIndexOfBone(const Game::XModel* model, std::string name) + { + for (uint8_t i = 0; i < model->numBones; i++) + { + const auto bone = model->boneNames[i]; + const auto boneName = Game::SL_ConvertToString(bone); + if (name == boneName) + { + return i; + } + } + + return static_cast(UCHAR_MAX); + }; + + uint8_t IXModel::GetParentIndexOfBone(const Game::XModel* model, uint8_t index) + { + const auto parentIndex = index - model->parentList[index - model->numRootBones]; + return static_cast(parentIndex); + }; + + void IXModel::SetParentIndexOfBone(Game::XModel* model, uint8_t boneIndex, uint8_t parentIndex) + { + if (boneIndex == SCHAR_MAX) + { + return; + } + + model->parentList[boneIndex - model->numRootBones] = boneIndex - parentIndex; + }; + + std::string IXModel::GetParentOfBone(Game::XModel* model, uint8_t index) + { + const auto parentIndex = GetParentIndexOfBone(model, index); + const auto boneName = Game::SL_ConvertToString(model->boneNames[parentIndex]); + return boneName; + }; + + uint8_t IXModel::GetHighestAffectingBoneIndex(const Game::XModelLodInfo* lod) + { + uint8_t highestBoneIndex = 0; + constexpr auto LENGTH = 6; + + { + for (auto surfIndex = 0; surfIndex < lod->numsurfs; surfIndex++) + { + const auto surface = &lod->surfs[surfIndex]; + + auto vertsBlendOffset = 0; + + int rebuiltPartBits[6]{}; + std::unordered_set affectingBones{}; + + const auto registerBoneAffectingSurface = [&](unsigned int offset) { + uint8_t index = static_cast(surface->vertInfo.vertsBlend[offset] / sizeof(Game::DObjSkelMat)); + highestBoneIndex = std::max(highestBoneIndex, index); + }; + + + // 1 bone weight + for (auto vertIndex = 0; vertIndex < surface->vertInfo.vertCount[0]; vertIndex++) + { + registerBoneAffectingSurface(vertsBlendOffset + 0); + + vertsBlendOffset += 1; + } + + // 2 bone weights + for (auto vertIndex = 0; vertIndex < surface->vertInfo.vertCount[1]; vertIndex++) + { + registerBoneAffectingSurface(vertsBlendOffset + 0); + registerBoneAffectingSurface(vertsBlendOffset + 1); + + vertsBlendOffset += 3; + } + + // 3 bone weights + for (auto vertIndex = 0; vertIndex < surface->vertInfo.vertCount[2]; vertIndex++) + { + registerBoneAffectingSurface(vertsBlendOffset + 0); + registerBoneAffectingSurface(vertsBlendOffset + 1); + registerBoneAffectingSurface(vertsBlendOffset + 3); + + vertsBlendOffset += 5; + } + + // 4 bone weights + for (auto vertIndex = 0; vertIndex < surface->vertInfo.vertCount[3]; vertIndex++) + { + registerBoneAffectingSurface(vertsBlendOffset + 0); + registerBoneAffectingSurface(vertsBlendOffset + 1); + registerBoneAffectingSurface(vertsBlendOffset + 3); + registerBoneAffectingSurface(vertsBlendOffset + 5); + + vertsBlendOffset += 7; + } + + for (auto vertListIndex = 0; vertListIndex < surface->vertListCount; vertListIndex++) + { + highestBoneIndex = std::max(highestBoneIndex, static_cast(surface->vertList[vertListIndex].boneOffset / sizeof(Game::DObjSkelMat))); + } + } + } + + return highestBoneIndex; + }; + + void IXModel::RebuildPartBits(Game::XModel* model) + { + constexpr auto LENGTH = 6; + + for (auto i = 0; i < model->numLods; i++) + { + const auto lod = &model->lodInfo[i]; + int lodPartBits[6]{}; + + for (auto surfIndex = 0; surfIndex < lod->numsurfs; surfIndex++) + { + const auto surface = &lod->surfs[surfIndex]; + + auto vertsBlendOffset = 0; + + int rebuiltPartBits[6]{}; + std::unordered_set affectingBones{}; + + const auto registerBoneAffectingSurface = [&](unsigned int offset) { + uint8_t index = static_cast(surface->vertInfo.vertsBlend[offset] / sizeof(Game::DObjSkelMat)); + + assert(index >= 0); + assert(index < model->numBones); + + affectingBones.emplace(index); + }; + + + // 1 bone weight + for (auto vertIndex = 0; vertIndex < surface->vertInfo.vertCount[0]; vertIndex++) + { + registerBoneAffectingSurface(vertsBlendOffset + 0); + + vertsBlendOffset += 1; + } + + // 2 bone weights + for (auto vertIndex = 0; vertIndex < surface->vertInfo.vertCount[1]; vertIndex++) + { + registerBoneAffectingSurface(vertsBlendOffset + 0); + registerBoneAffectingSurface(vertsBlendOffset + 1); + + vertsBlendOffset += 3; + } + + // 3 bone weights + for (auto vertIndex = 0; vertIndex < surface->vertInfo.vertCount[2]; vertIndex++) + { + registerBoneAffectingSurface(vertsBlendOffset + 0); + registerBoneAffectingSurface(vertsBlendOffset + 1); + registerBoneAffectingSurface(vertsBlendOffset + 3); + + vertsBlendOffset += 5; + } + + // 4 bone weights + for (auto vertIndex = 0; vertIndex < surface->vertInfo.vertCount[3]; vertIndex++) + { + registerBoneAffectingSurface(vertsBlendOffset + 0); + registerBoneAffectingSurface(vertsBlendOffset + 1); + registerBoneAffectingSurface(vertsBlendOffset + 3); + registerBoneAffectingSurface(vertsBlendOffset + 5); + + vertsBlendOffset += 7; + } + + for (auto vertListIndex = 0; vertListIndex < surface->vertListCount; vertListIndex++) + { + affectingBones.emplace(surface->vertList[vertListIndex].boneOffset / sizeof(Game::DObjSkelMat)); + } + + // Actually rebuilding + for (const auto& boneIndex : affectingBones) + { + const auto bitPosition = 31 - boneIndex % 32; + const auto groupIndex = boneIndex / 32; + + assert(groupIndex < 6); + assert(groupIndex >= 0); + + rebuiltPartBits[groupIndex] |= 1 << bitPosition; + lodPartBits[groupIndex] |= 1 << bitPosition; + } + + std::memcpy(surface->partBits, rebuiltPartBits, 6 * sizeof(int32_t)); + } + + std::memcpy(lod->partBits, lodPartBits, 6 * sizeof(int32_t)); + std::memcpy(lod->modelSurfs->partBits, lodPartBits, 6 * sizeof(int32_t)); + + // here's a little lesson in trickery: + // We set the 192nd part bit to TRUE because it has no consequences + // but allows us to find out whether that surf was already converted in the past or not + lod->partBits[LENGTH - 1] |= 0x1; + lod->modelSurfs->partBits[LENGTH - 1] |= 0x1; + } + }; + + + uint8_t IXModel::InsertBone(Game::XModel* model, const std::string& boneName, const std::string& parentName, Utils::Memory::Allocator& allocator) + { + assert(GetIndexOfBone(model, boneName) == UCHAR_MAX); + + constexpr auto MAX_BONES = 192; + + assert(model->numBones < MAX_BONES); + + // Start with backing up parent links that we will have to restore + // We'll restore them at the end + std::map parentsToRestore{}; + for (int i = model->numRootBones; i < model->numBones; i++) + { + parentsToRestore[Game::SL_ConvertToString(model->boneNames[i])] = GetParentOfBone(model, i); + } + + const uint8_t newBoneCount = model->numBones + 1; + const uint8_t newBoneCountMinusRoot = newBoneCount - model->numRootBones; + + const auto parentIndex = GetIndexOfBone(model, parentName); + + assert(parentIndex != UCHAR_MAX); + + const uint8_t atPosition = parentIndex + 1; + + const uint8_t newBoneIndex = atPosition; + const uint8_t newBoneIndexMinusRoot = atPosition - model->numRootBones; + + 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])); + + // Reallocate + const auto newBoneNames = allocator.allocateArray(newBoneCount); + const auto newMats = allocator.allocateArray(newBoneCount); + const auto newBoneInfo = allocator.allocateArray(newBoneCount); + const auto newPartsClassification = allocator.allocateArray(newBoneCount); + const auto newQuats = allocator.allocateArray(4 * newBoneCountMinusRoot); + const auto newTrans = allocator.allocateArray(3 * newBoneCountMinusRoot); + const auto newParentList = allocator.allocateArray(newBoneCountMinusRoot); + + const uint8_t lengthOfFirstPart = atPosition; + const uint8_t lengthOfSecondPart = model->numBones - atPosition; + + const uint8_t lengthOfFirstPartM1 = atPosition - model->numRootBones; + const uint8_t lengthOfSecondPartM1 = model->numBones - model->numRootBones - (atPosition - model->numRootBones); + + const uint8_t atPositionM1 = atPosition - model->numRootBones; + + // should be equal to model->numBones + int total = lengthOfFirstPart + lengthOfSecondPart; + assert(total = model->numBones); + + // should be equal to model->numBones - model->numRootBones + int totalM1 = lengthOfFirstPartM1 + lengthOfSecondPartM1; + assert(totalM1 == model->numBones - model->numRootBones); + + // Copy before + if (lengthOfFirstPart > 0) + { + std::memcpy(newBoneNames, model->boneNames, sizeof(uint16_t) * lengthOfFirstPart); + std::memcpy(newMats, model->baseMat, sizeof(Game::DObjAnimMat) * lengthOfFirstPart); + std::memcpy(newPartsClassification, model->partClassification, lengthOfFirstPart); + std::memcpy(newBoneInfo, model->boneInfo, sizeof(Game::XBoneInfo) * lengthOfFirstPart); + std::memcpy(newQuats, model->quats, sizeof(uint16_t) * 4 * lengthOfFirstPartM1); + std::memcpy(newTrans, model->trans, sizeof(float) * 3 * lengthOfFirstPartM1); + } + + // Insert new bone + { + unsigned int name = Game::SL_GetString(boneName.data(), 0); + Game::XBoneInfo boneInfo{}; + + Game::DObjAnimMat mat{}; + + // It's ABSOLUTE! + mat = model->baseMat[parentIndex]; + + boneInfo = model->boneInfo[parentIndex]; + + // It's RELATIVE ! + uint16_t quat[4]{}; + quat[3] = 32767; // 0 0 0 32767 + + float trans[3]{}; + + mat.transWeight = 1.9999f; // Should be 1.9999 like everybody? + + newMats[newBoneIndex] = mat; + newBoneInfo[newBoneIndex] = boneInfo; + newBoneNames[newBoneIndex] = static_cast(name); + + // TODO parts Classification + + std::memcpy(&newQuats[newBoneIndexMinusRoot * 4], quat, ARRAYSIZE(quat) * sizeof(uint16_t)); + std::memcpy(&newTrans[newBoneIndexMinusRoot * 3], trans, ARRAYSIZE(trans) * sizeof(float)); + } + + // Copy after + if (lengthOfSecondPart > 0) + { + std::memcpy(&newBoneNames[atPosition + 1], &model->boneNames[atPosition], sizeof(uint16_t) * lengthOfSecondPart); + std::memcpy(&newMats[atPosition + 1], &model->baseMat[atPosition], sizeof(Game::DObjAnimMat) * lengthOfSecondPart); + std::memcpy(&newPartsClassification[atPosition+1], &model->partClassification[atPosition], lengthOfSecondPart); + std::memcpy(&newBoneInfo[atPosition + 1], &model->boneInfo[atPosition], sizeof(Game::XBoneInfo) * lengthOfSecondPart); + std::memcpy(&newQuats[(atPositionM1 + 1) * 4], &model->quats[atPositionM1 * 4], sizeof(uint16_t) * 4 * lengthOfSecondPartM1); + std::memcpy(&newTrans[(atPositionM1 + 1) * 3], &model->trans[atPositionM1 * 3], sizeof(float) * 3 * lengthOfSecondPartM1); + } + + //Game::Z_VirtualFree(model->baseMat); + //Game::Z_VirtualFree(model->boneInfo); + //Game::Z_VirtualFree(model->boneNames); + //Game::Z_VirtualFree(model->quats); + //Game::Z_VirtualFree(model->trans); + //Game::Z_VirtualFree(model->parentList); + + // Assign reallocated + model->baseMat = newMats; + model->boneInfo = newBoneInfo; + model->boneNames = newBoneNames; + model->quats = newQuats; + model->trans = newTrans; + model->parentList = newParentList; + + model->numBones = newBoneCount; + + // Update vertex weight + for (uint8_t lodIndex = 0; lodIndex < model->numLods; lodIndex++) + { + const auto lod = &model->lodInfo[lodIndex]; + + if ((lod->partBits[5] & 0x1) == 0x1) + { + // surface lod already converted (more efficient) + continue; + } + + if (GetHighestAffectingBoneIndex(lod) >= model->numBones) + { + // surface lod already converted (more accurate) + continue; + } + + for (int surfIndex = 0; surfIndex < lod->modelSurfs->numsurfs; surfIndex++) + { + auto vertsBlendOffset = 0u; + + const auto surface = &lod->modelSurfs->surfs[surfIndex]; + + static_assert(sizeof(Game::DObjSkelMat) == 64); + + { + const auto fixVertexBlendIndex = [&](unsigned int offset) { + + int index = static_cast(surface->vertInfo.vertsBlend[offset] / sizeof(Game::DObjSkelMat)); + + if (index >= atPosition) + { + index++; + + if (index < 0 || index >= model->numBones) + { + 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); + assert(false); + } + + surface->vertInfo.vertsBlend[offset] = static_cast(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 >= atPosition) + { + index++; + + if (index < 0 || index >= model->numBones) + { + 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); + assert(false); + } + + vertList->boneOffset = static_cast(index * sizeof(Game::DObjSkelMat)); + } + } + } + + // 1 bone weight + for (auto vertIndex = 0; vertIndex < surface->vertInfo.vertCount[0]; vertIndex++) + { + fixVertexBlendIndex(vertsBlendOffset + 0); + + vertsBlendOffset += 1; + } + + // 2 bone weights + for (auto vertIndex = 0; vertIndex < surface->vertInfo.vertCount[1]; vertIndex++) + { + fixVertexBlendIndex(vertsBlendOffset + 0); + fixVertexBlendIndex(vertsBlendOffset + 1); + + vertsBlendOffset += 3; + } + + // 3 bone weights + for (auto vertIndex = 0; vertIndex < surface->vertInfo.vertCount[2]; vertIndex++) + { + fixVertexBlendIndex(vertsBlendOffset + 0); + fixVertexBlendIndex(vertsBlendOffset + 1); + fixVertexBlendIndex(vertsBlendOffset + 3); + + vertsBlendOffset += 5; + } + + // 4 bone weights + for (auto vertIndex = 0; vertIndex < surface->vertInfo.vertCount[3]; vertIndex++) + { + fixVertexBlendIndex(vertsBlendOffset + 0); + fixVertexBlendIndex(vertsBlendOffset + 1); + fixVertexBlendIndex(vertsBlendOffset + 3); + fixVertexBlendIndex(vertsBlendOffset + 5); + + vertsBlendOffset += 7; + } + } + } + } + + SetParentIndexOfBone(model, atPosition, parentIndex); + + // 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(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(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(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(""); + } + } + } diff --git a/src/Components/Modules/AssetInterfaces/IXModel.hpp b/src/Components/Modules/AssetInterfaces/IXModel.hpp index 2c68489a..13a58b32 100644 --- a/src/Components/Modules/AssetInterfaces/IXModel.hpp +++ b/src/Components/Modules/AssetInterfaces/IXModel.hpp @@ -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); }; } diff --git a/src/Components/Modules/ZoneBuilder.cpp b/src/Components/Modules/ZoneBuilder.cpp index d045a34a..c2e39cab 100644 --- a/src/Components/Modules/ZoneBuilder.cpp +++ b/src/Components/Modules/ZoneBuilder.cpp @@ -789,7 +789,7 @@ namespace Components params.request_mark_asset = [this](int type, void* data) -> void { - Game::XAsset asset {static_cast(type), {data}}; + Game::XAsset asset{ static_cast(type), {data} }; AssetHandler::ZoneMark(asset, this); this->addRawAsset(static_cast(type), data); @@ -1150,6 +1150,35 @@ namespace Components return params; } + std::function ZoneBuilder::LoadZoneWithTrace(const std::string& zone, OUT std::vector>& 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> 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 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> 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 curTechsets_list; - static std::set 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(0x649E740); - Utils::Hook::Set(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(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(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 } diff --git a/src/Components/Modules/ZoneBuilder.hpp b/src/Components/Modules/ZoneBuilder.hpp index 1450faef..4f4a4427 100644 --- a/src/Components/Modules/ZoneBuilder.hpp +++ b/src/Components/Modules/ZoneBuilder.hpp @@ -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 LoadZoneWithTrace(const std::string& zone, OUT std::vector> &assets); + static void Com_Quitf_t(); static void CommandThreadCallback(); diff --git a/src/Game/Structs.hpp b/src/Game/Structs.hpp index 3fd346d3..4b2b0c2a 100644 --- a/src/Game/Structs.hpp +++ b/src/Game/Structs.hpp @@ -7118,7 +7118,7 @@ namespace Game IMG_FORMAT_COUNT = 0x17, }; - enum $25EF9448C800B18F0C83DB367159AFD6 + enum XAnimPartType { PART_TYPE_NO_QUAT = 0x0, PART_TYPE_HALF_QUAT = 0x1,