[IXModel] Finally XModels are correct
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@ -1,21 +1,83 @@
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#include <STDInclude.hpp>
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#define IW4X_MODEL_VERSION 3
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#define IW4X_MODEL_VERSION 4
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namespace Assets
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{
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void IXModel::loadXSurfaceCollisionTree(Game::XSurfaceCollisionTree* entry, Utils::Stream::Reader* reader)
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{
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if (entry->nodes)
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{
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entry->nodes = reader->readArray<Game::XSurfaceCollisionNode>(entry->nodeCount);
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}
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if (entry->leafs)
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{
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entry->leafs = reader->readArray<Game::XSurfaceCollisionLeaf>(entry->leafCount);
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}
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}
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void IXModel::loadXSurface(Game::XSurface* surf, Utils::Stream::Reader* reader)
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{
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if (surf->vertInfo.vertsBlend)
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{
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surf->vertInfo.vertsBlend = reader->readArray<unsigned short>(surf->vertInfo.vertCount[0] + (surf->vertInfo.vertCount[1] * 3) + (surf->vertInfo.vertCount[2] * 5) + (surf->vertInfo.vertCount[3] * 7));
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}
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// Access vertex block
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if (surf->verts0)
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{
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surf->verts0 = reader->readArray<Game::GfxPackedVertex>(surf->vertCount);
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}
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// Save_XRigidVertListArray
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if (surf->vertList)
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{
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surf->vertList = reader->readArray<Game::XRigidVertList>(surf->vertListCount);
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for (unsigned int i = 0; i < surf->vertListCount; ++i)
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{
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Game::XRigidVertList* rigidVertList = &surf->vertList[i];
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if (rigidVertList->collisionTree)
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{
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rigidVertList->collisionTree = reader->readObject<Game::XSurfaceCollisionTree>();
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this->loadXSurfaceCollisionTree(rigidVertList->collisionTree, reader);
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}
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}
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}
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// Access index block
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if (surf->triIndices)
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{
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surf->triIndices = reader->readArray<unsigned short>(surf->triCount * 3);
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}
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}
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void IXModel::loadXModelSurfs(Game::XModelSurfs* asset, Utils::Stream::Reader* reader)
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{
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if (asset->name)
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{
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asset->name = reader->readCString();
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}
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if (asset->surfaces)
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{
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asset->surfaces = reader->readArray<Game::XSurface>(asset->numSurfaces);
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for (int i = 0; i < asset->numSurfaces; ++i)
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{
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this->loadXSurface(&asset->surfaces[i], reader);
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}
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}
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}
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void IXModel::load(Game::XAssetHeader* header, std::string name, Components::ZoneBuilder::Zone* builder)
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{
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Components::FileSystem::File modelFile(fmt::sprintf("xmodel/%s.iw4xModel", name.data()));
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if (modelFile.exists())
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{
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Game::XModel* baseModel = Components::AssetHandler::FindOriginalAsset(Game::XAssetType::ASSET_TYPE_XMODEL, "viewmodel_mp5k").model;
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// Allocate new model and copy the base data to it
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Game::XModel* model = builder->getAllocator()->allocate<Game::XModel>();
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std::memcpy(model, baseModel, sizeof(Game::XModel));
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Utils::Stream::Reader reader(builder->getAllocator(), modelFile.getBuffer());
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if (reader.read<__int64>() != *reinterpret_cast<__int64*>("IW4xModl"))
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@ -29,164 +91,105 @@ namespace Assets
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Components::Logger::Error(0, "Reading model '%s' failed, expected version is %d, but it was %d!", name.data(), IW4X_MODEL_VERSION, version);
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}
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ZeroMemory(model->noScalePartBits, sizeof model->noScalePartBits);
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Game::XModel* asset = reader.readObject<Game::XModel>();
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model->name = reader.readCString();
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model->numBones = reader.readByte();
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model->numRootBones = reader.readByte();
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model->numsurfs = reader.read<unsigned char>();
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model->numCollSurfs = reader.read<int>();
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model->numLods = static_cast<char>(reader.read<short>());
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model->collLod = static_cast<char>(reader.read<short>());
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// Read bone names
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model->boneNames = builder->getAllocator()->allocateArray<unsigned short>(model->numBones);
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for (char i = 0; i < model->numBones; ++i)
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if (asset->name)
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{
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model->boneNames[i] = Game::SL_GetString(reader.readCString(), 0);
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asset->name = reader.readCString();
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}
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// Bone count
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int boneCount = (model->numBones - model->numRootBones);
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if (asset->boneNames)
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{
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asset->boneNames = builder->getAllocator()->allocateArray<unsigned short>(asset->numBones);
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// Read bone data
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model->parentList = reader.readArray<char>(boneCount);
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model->quats = reader.readArray<short>(boneCount * 4);
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model->trans = reader.readArray<float>(boneCount * 3);
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model->partClassification = reader.readArray<char>(boneCount);
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model->baseMat = reader.readArray<Game::DObjAnimMat>(boneCount);
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for (char i = 0; i < asset->numBones; ++i)
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{
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asset->boneNames[i] = Game::SL_GetString(reader.readCString(), 0);
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}
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}
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// Prepare surfaces
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Game::XModelSurfs surf;
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Utils::Memory::Allocator allocator;
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Game::XSurface* baseSurface = &baseModel->lodInfo[0].modelSurfs[0].surfaces[0];
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if (asset->parentList)
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{
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asset->parentList = reader.readArray<char>(asset->numBones - asset->numRootBones);
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}
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std::memcpy(&surf, baseModel->lodInfo[0].modelSurfs, sizeof(Game::XModelSurfs));
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surf.surfaces = allocator.allocateArray<Game::XSurface>(model->numsurfs);
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surf.numSurfaces = model->numsurfs;
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if (asset->quats)
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{
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asset->quats = reader.readArray<short>((asset->numBones - asset->numRootBones) * 4);
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}
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if (asset->trans)
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{
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asset->trans = reader.readArray<float>((asset->numBones - asset->numRootBones) * 3);
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}
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if (asset->partClassification)
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{
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asset->partClassification = reader.readArray<char>(asset->numBones);
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}
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if (asset->baseMat)
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{
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asset->baseMat = reader.readArray<Game::DObjAnimMat>(asset->numBones);
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}
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if (asset->materialHandles)
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{
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asset->materialHandles = reader.readArray<Game::Material*>(asset->numsurfs);
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for (char i = 0; i < asset->numsurfs; ++i)
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{
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if (asset->materialHandles[i])
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{
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asset->materialHandles[i] = Components::AssetHandler::FindAssetForZone(Game::XAssetType::ASSET_TYPE_MATERIAL, reader.readString(), builder).material;
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}
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}
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}
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// Save_XModelLodInfoArray
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{
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for (int i = 0; i < 4; ++i)
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{
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model->lodInfo[i].dist = reader.read<float>();
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model->lodInfo[i].numsurfs = reader.read<unsigned short>();
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model->lodInfo[i].surfIndex = reader.read<unsigned short>();
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model->lodInfo[i].partBits[0] = reader.read<int>();
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model->lodInfo[i].partBits[1] = reader.read<int>();
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model->lodInfo[i].partBits[2] = reader.read<int>();
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model->lodInfo[i].partBits[3] = reader.read<int>();
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model->lodInfo[i].partBits[4] = 0;
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model->lodInfo[i].partBits[5] = 0;
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}
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// Read surfaces
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for (int i = 0; i < surf.numSurfaces; ++i)
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if (asset->lodInfo[i].modelSurfs)
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{
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Game::XSurface* surface = &surf.surfaces[i];
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std::memcpy(surface, baseSurface, sizeof(Game::XSurface));
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surface->tileMode = reader.read<char>();
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surface->deformed = reader.read<bool>();
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surface->zoneHandle = reader.read<char>();
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surface->partBits[0] = reader.read<int>();
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surface->partBits[1] = reader.read<int>();
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surface->partBits[2] = reader.read<int>();
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surface->partBits[3] = reader.read<int>();
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surface->partBits[4] = 0;
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surface->partBits[5] = 0;
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surface->baseTriIndex = reader.read<unsigned __int16>();
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surface->baseVertIndex = reader.read<unsigned __int16>();
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surface->vertCount = reader.read<unsigned short>();
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surface->triCount = reader.read<unsigned short>();
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surface->vertListCount = reader.read<unsigned int>();
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surface->vertInfo.vertCount[0] = reader.read<short>();
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surface->vertInfo.vertCount[1] = reader.read<short>();
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surface->vertInfo.vertCount[2] = reader.read<short>();
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surface->vertInfo.vertCount[3] = reader.read<short>();
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surface->vertInfo.vertsBlend = reader.readArray<unsigned short>(surface->vertInfo.vertCount[0] + (3 * surface->vertInfo.vertCount[1]) + (5 * surface->vertInfo.vertCount[2]) + (7 * surface->vertInfo.vertCount[3]));
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surface->verts0 = reader.readArray<Game::GfxPackedVertex>(surface->vertCount);
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surface->triIndices = reader.readArray<unsigned __int16>(3 * surface->triCount);
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// Read vert list
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if (reader.readByte())
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{
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surface->vertList = reader.readArray<Game::XRigidVertList>(surface->vertListCount);
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for (unsigned int j = 0; j < surface->vertListCount; ++j)
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{
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Game::XRigidVertList* vertList = &surface->vertList[j];
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vertList->collisionTree = reader.readArray<Game::XSurfaceCollisionTree>();
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vertList->collisionTree->nodes = reader.readArray<Game::XSurfaceCollisionNode>(vertList->collisionTree->nodeCount);
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vertList->collisionTree->leafs = reader.readArray<Game::XSurfaceCollisionLeaf>(vertList->collisionTree->leafCount);
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}
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}
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else
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{
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surface->vertList = nullptr;
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}
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}
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// When all surfaces are loaded, split them up.
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for (char i = 0; i < model->numLods; ++i)
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{
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Game::XModelSurfs* realSurf = builder->getAllocator()->allocate<Game::XModelSurfs>();
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// Usually, a binary representation is used for the index, but meh.
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realSurf->name = builder->getAllocator()->duplicateString(fmt::sprintf("%s_lod%d", model->name, i & 0xFF));
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realSurf->numSurfaces = model->lodInfo[i].numsurfs;
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realSurf->surfaces = builder->getAllocator()->allocateArray<Game::XSurface>(realSurf->numSurfaces);
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std::memcpy(realSurf->surfaces, &surf.surfaces[model->lodInfo[i].surfIndex], sizeof(Game::XSurface) * realSurf->numSurfaces);
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std::memcpy(realSurf->partBits, model->lodInfo[i].partBits, sizeof(realSurf->partBits));
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model->lodInfo[i].modelSurfs = realSurf;
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model->lodInfo[i].surfs = realSurf->surfaces;
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// Store surfs for later writing
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Components::AssetHandler::StoreTemporaryAsset(Game::XAssetType::ASSET_TYPE_XMODELSURFS, { realSurf });
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}
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// Read materials
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model->materialHandles = builder->getAllocator()->allocateArray<Game::Material*>(model->numsurfs);
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for (char i = 0; i < model->numsurfs; ++i)
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{
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model->materialHandles[i] = Components::AssetHandler::FindAssetForZone(Game::XAssetType::ASSET_TYPE_MATERIAL, reader.readString(), builder).material;
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}
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// Read collision surfaces
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if (reader.readByte())
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{
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model->collSurfs = reader.readArray<Game::XModelCollSurf_s>(model->numCollSurfs);
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for (int i = 0; i < model->numCollSurfs; ++i)
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{
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if (model->collSurfs[i].collTris)
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{
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model->collSurfs[i].collTris = reader.readArray<Game::XModelCollTri_s>(model->collSurfs[i].numCollTris);
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asset->lodInfo[i].modelSurfs = reader.readObject<Game::XModelSurfs>();
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this->loadXModelSurfs(asset->lodInfo[i].modelSurfs, &reader);
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Components::AssetHandler::StoreTemporaryAsset(Game::XAssetType::ASSET_TYPE_XMODELSURFS, { asset->lodInfo[i].modelSurfs });
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}
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}
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}
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else
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// Save_XModelCollSurfArray
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if (asset->collSurfs)
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{
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model->collSurfs = nullptr;
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asset->collSurfs = reader.readArray<Game::XModelCollSurf_s>(asset->numCollSurfs);
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for (int i = 0; i < asset->numCollSurfs; ++i)
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{
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Game::XModelCollSurf_s* collSurf = &asset->collSurfs[i];
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if (collSurf->collTris)
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{
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collSurf->collTris = reader.readArray<Game::XModelCollTri_s>(collSurf->numCollTris);
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}
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}
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}
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// Read bone info
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if (reader.readByte())
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if (asset->boneInfo)
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{
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model->boneInfo = reader.readArray<Game::XBoneInfo>(model->numBones);
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asset->boneInfo = reader.readArray<Game::XBoneInfo>(asset->numBones);
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}
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else
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if (asset->physPreset)
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{
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model->boneInfo = nullptr;
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// TODO
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asset->physPreset = nullptr;
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}
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if (asset->physCollmap)
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{
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// TODO
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asset->physCollmap = nullptr;
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}
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if (!reader.end())
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@ -194,7 +197,7 @@ namespace Assets
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Components::Logger::Error(0, "Reading model '%s' failed, remaining raw data found!", name.data());
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}
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header->model = model;
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header->model = asset;
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}
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}
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@ -8,5 +8,10 @@ namespace Assets
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virtual void save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
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virtual void mark(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
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virtual void load(Game::XAssetHeader* header, std::string name, Components::ZoneBuilder::Zone* builder) override;
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private:
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void loadXModelSurfs(Game::XModelSurfs* asset, Utils::Stream::Reader* reader);
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void loadXSurface(Game::XSurface* surf, Utils::Stream::Reader* reader);
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void loadXSurfaceCollisionTree(Game::XSurfaceCollisionTree* entry, Utils::Stream::Reader* reader);
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};
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}
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@ -1663,7 +1663,7 @@ namespace Game
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struct PhysCollmap
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{
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const char * name;
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const char *name;
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unsigned int count;
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PhysGeomInfo *geoms;
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char unknown[0x18];
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