[clipMap_t] added clip map importer

This commit is contained in:
TheApadayo 2016-12-28 21:30:34 -05:00
parent f8abf2b8ec
commit 72a7f8c226
2 changed files with 738 additions and 493 deletions

View File

@ -4,7 +4,14 @@ namespace Assets
{ {
void IMapEnts::load(Game::XAssetHeader* header, std::string name, Components::ZoneBuilder::Zone* builder) void IMapEnts::load(Game::XAssetHeader* header, std::string name, Components::ZoneBuilder::Zone* builder)
{ {
Components::FileSystem::File ents(name + ".ents"); std::string basename(name);
basename.erase(0, 8);
basename.erase(basename.end() - 7, basename.end());
Components::Logger::Print("Using basename %s for mapents %s\n", basename.c_str(), name.c_str());
Components::FileSystem::File ents(Utils::String::VA("mapents/%s.ents", basename.c_str()));
if (ents.exists()) if (ents.exists())
{ {
Game::MapEnts* entites = builder->getAllocator()->allocate<Game::MapEnts>(); Game::MapEnts* entites = builder->getAllocator()->allocate<Game::MapEnts>();

View File

@ -1,5 +1,7 @@
#include <StdInclude.hpp> #include <StdInclude.hpp>
#define IW4X_CLIPMAP_VERSION 1
namespace Assets namespace Assets
{ {
void IclipMap_t::save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) void IclipMap_t::save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder)
@ -564,11 +566,247 @@ namespace Assets
builder->loadAsset(Game::XAssetType::ASSET_TYPE_MAP_ENTS, asset); builder->loadAsset(Game::XAssetType::ASSET_TYPE_MAP_ENTS, asset);
} }
void IclipMap_t::load(Game::XAssetHeader* /*header*/, std::string name, Components::ZoneBuilder::Zone* /*builder*/) void IclipMap_t::load(Game::XAssetHeader* /*header*/, std::string name, Components::ZoneBuilder::Zone* builder)
{ {
Game::clipMap_t* map = Game::DB_FindXAssetHeader(Game::XAssetType::ASSET_TYPE_CLIPMAP_PVS, name.data()).clipMap; Game::clipMap_t* map = Game::DB_FindXAssetHeader(Game::XAssetType::ASSET_TYPE_CLIPMAP_PVS, name.data()).clipMap;
if (map) return; if (map) return;
Components::Logger::Error("Missing clipMap_t %s... you can't make them yet you idiot.", name.data()); std::string basename(name);
basename.erase(0, 8);
basename.erase(basename.end() - 7, basename.end());
Components::FileSystem::File clipFile(fmt::sprintf("clipmap/%s.iw4xClipMap", basename.data()));
if (!clipFile.exists()) return;
Game::clipMap_t* clipMap = builder->getAllocator()->allocate<Game::clipMap_t>();
if (!clipMap)
{
Components::Logger::Print("Error allocating memory for clipMap_t structure!\n");
return;
}
Utils::Stream::Reader reader(builder->getAllocator(), clipFile.getBuffer());
if (reader.read<__int64>() != *reinterpret_cast<__int64*>("IW4xClip"))
{
Components::Logger::Error(0, "Reading clipMap_t '%s' failed, header is invalid!", name.data());
}
int version = reader.read<int>();
if (version != IW4X_CLIPMAP_VERSION)
{
Components::Logger::Error(0, "Reading clipmap '%s' failed, expected version is %d, but it was %d!", name.data(), IW4X_CLIPMAP_VERSION, version);
}
clipMap->name = reader.readCString();
clipMap->numCPlanes = reader.read<int>();
clipMap->numStaticModels = reader.read<int>();
clipMap->numMaterials = reader.read<int>();
clipMap->numCBrushSides = reader.read<int>();
clipMap->numCBrushEdges = reader.read<int>();
clipMap->numCNodes = reader.read<int>();
clipMap->numCLeaf = reader.read<int>();
clipMap->numCLeafBrushNodes = reader.read<int>();
clipMap->numLeafBrushes = reader.read<int>();
clipMap->numLeafSurfaces = reader.read<int>();
clipMap->numVerts = reader.read<int>();
clipMap->numTriIndices = reader.read<int>();
clipMap->numCollisionBorders = reader.read<int>();
clipMap->numCollisionPartitions = reader.read<int>();
clipMap->numCollisionAABBTrees = reader.read<int>();
clipMap->numCModels = reader.read<int>();
clipMap->numCBrushes = reader.read<short>();
clipMap->dynEntCount[0] = reader.read<unsigned __int16>();
clipMap->dynEntCount[1] = reader.read<unsigned __int16>();
if (clipMap->numCPlanes)
{
clipMap->cPlanes = reader.readArray<Game::cplane_t>(clipMap->numCPlanes);
}
if (clipMap->numStaticModels)
{
clipMap->staticModelList = reader.readArray<Game::cStaticModel_t>(clipMap->numStaticModels);
}
if (clipMap->numMaterials)
{
clipMap->materials = builder->getAllocator()->allocateArray<Game::ClipMaterial>(clipMap->numMaterials);
for (int i = 0; i < clipMap->numMaterials; ++i)
{
clipMap->materials[i].name = reader.readArray<char>(64);
clipMap->materials[i].unk = reader.read<int>();
clipMap->materials[i].unk2 = reader.read<int>();
}
}
if (clipMap->numCBrushSides)
{
clipMap->cBrushSides = builder->getAllocator()->allocateArray<Game::cbrushside_t>(clipMap->numCBrushSides);
for (int i = 0; i < clipMap->numCBrushSides; ++i)
{
int planeIndex = reader.read<int>();
clipMap->cBrushSides[i].side = &clipMap->cPlanes[planeIndex];
// not sure how to fill out texInfo and dispInfo
// just leave zero for now
}
}
if (clipMap->numCBrushEdges)
{
clipMap->cBrushEdges = reader.readArray<char>(clipMap->numCBrushEdges);
}
if (clipMap->numCNodes)
{
clipMap->cNodes = builder->getAllocator()->allocateArray<Game::cNode_t>(clipMap->numCNodes);
for (int i = 0; i < clipMap->numCNodes; ++i)
{
int planeIndex = reader.read<int>();
clipMap->cNodes[i].plane = &clipMap->cPlanes[planeIndex];
clipMap->cNodes[i].children[0] = reader.read<short>();
clipMap->cNodes[i].children[1] = reader.read<short>();
}
}
if (clipMap->numCLeaf)
{
clipMap->cLeaf = reader.readArray<Game::cLeaf_t>(clipMap->numCLeaf);
}
if (clipMap->numCLeafBrushNodes)
{
clipMap->cLeafBrushNodes = builder->getAllocator()->allocateArray<Game::cLeafBrushNode_t>(clipMap->numCLeafBrushNodes);
for (int i = 0; i < clipMap->numCLeafBrushNodes; ++i)
{
Game::cLeafBrushNode_t tmp = reader.read<Game::cLeafBrushNode_t>();
memcpy(&clipMap->cLeafBrushNodes[i], &tmp, sizeof(Game::cLeafBrushNode_t));
if (tmp.leafBrushCount > 0)
{
clipMap->cLeafBrushNodes[i].data.brushes = reader.readArray<unsigned short>(tmp.leafBrushCount);
}
}
}
if (clipMap->numLeafBrushes)
{
clipMap->leafBrushes = reader.readArray<short>(clipMap->numLeafBrushes);
}
if (clipMap->numLeafSurfaces)
{
clipMap->leafSurfaces = reader.readArray<int>(clipMap->numLeafSurfaces);
}
if (clipMap->numVerts)
{
clipMap->verts = reader.readArray<Game::vec3_t>(clipMap->numVerts);
}
if (clipMap->numTriIndices)
{
clipMap->triIndices = reader.readArray<short>(clipMap->numTriIndices * 3);
clipMap->triEdgeIsWalkable = reader.readArray<bool>(4 * ((3 * clipMap->numTriIndices + 31) >> 5));
}
if (clipMap->numCollisionBorders)
{
clipMap->collisionBorders = reader.readArray<Game::CollisionBorder>(clipMap->numCollisionBorders);
}
if (clipMap->numCollisionPartitions)
{
clipMap->collisionPartitions = builder->getAllocator()->allocateArray<Game::CollisionPartition>(clipMap->numCollisionPartitions);
for (int i = 0; i < clipMap->numCollisionPartitions; ++i)
{
clipMap->collisionPartitions[i].triCount = reader.read<char>();
clipMap->collisionPartitions[i].borderCount = reader.read<char>();
clipMap->collisionPartitions[i].firstTri = reader.read<int>();
if (clipMap->collisionPartitions[i].borderCount > 0)
{
int index = reader.read<int>();
clipMap->collisionPartitions[i].borders = &clipMap->collisionBorders[index];
}
}
}
if (clipMap->numCollisionAABBTrees)
{
clipMap->collisionAABBTrees = reader.readArray<Game::CollisionAabbTree>(clipMap->numCollisionAABBTrees);
}
if (clipMap->numCModels)
{
clipMap->cModels = reader.readArray<Game::cmodel_t>(clipMap->numCModels);
}
if (clipMap->numCBrushes)
{
clipMap->cBrushes = builder->getAllocator()->allocateArray<Game::cbrush_t>(clipMap->numCBrushes);
for (int i = 0; i < clipMap->numCBrushes; ++i)
{
clipMap->cBrushes[i].count = reader.read<int>();
if (clipMap->cBrushes[i].count > 0)
{
int index = reader.read<int>();
clipMap->cBrushes[i].brushSide = &clipMap->cBrushSides[index];
}
int index = reader.read<int>();
clipMap->cBrushes[i].brushEdge = &clipMap->cBrushEdges[index];
reader.readArray<short>(6); // don't know where these go
reader.readArray<short>(6);
reader.readArray<char>(6);
}
clipMap->cBrushBounds = reader.readArray<Game::Bounds>(clipMap->numCBrushes);
clipMap->cBrushContents = reader.readArray<int>(clipMap->numCBrushes);
}
for (int x = 0; x < 2; ++x)
{
if (clipMap->dynEntCount[x])
{
clipMap->dynEntDefList[x] = builder->getAllocator()->allocateArray<Game::DynEntityDef>(clipMap->dynEntCount[x]);
for (int i = 0; i < clipMap->dynEntCount[x]; ++i)
{
clipMap->dynEntDefList[x][i].type = reader.read<Game::DynEntityType>();
clipMap->dynEntDefList[x][i].pose = reader.read<Game::GfxPlacement>();
std::string tempName = reader.readString();
if (tempName != "NONE"s)
{
clipMap->dynEntDefList[x][i].xModel = Components::AssetHandler::FindAssetForZone(Game::XAssetType::ASSET_TYPE_XMODEL, name, builder).model;
}
clipMap->dynEntDefList[x][i].brushModel = reader.read<short>();
clipMap->dynEntDefList[x][i].physicsBrushModel = reader.read<short>();
tempName = reader.readString();
if (tempName != "NONE"s)
{
clipMap->dynEntDefList[x][i].destroyFx = Components::AssetHandler::FindAssetForZone(Game::XAssetType::ASSET_TYPE_FX, name, builder).fx;
}
tempName = reader.readString();
if (tempName != "NONE"s)
{
clipMap->dynEntDefList[x][i].physPreset = Components::AssetHandler::FindAssetForZone(Game::XAssetType::ASSET_TYPE_PHYSPRESET, name, builder).physPreset;
}
clipMap->dynEntDefList[x][i].health = reader.read<int>();
clipMap->dynEntDefList[x][i].mass = reader.read<Game::PhysMass>();
clipMap->dynEntDefList[x][i].contents = reader.read<int>();
}
}
}
clipMap->checksum = reader.read<int>();
clipMap->mapEnts = Components::AssetHandler::FindAssetForZone(Game::XAssetType::ASSET_TYPE_MAP_ENTS, basename.c_str(), builder).mapEnts;
} }
} }