#include "STDInclude.hpp" #define IW4X_MODEL_VERSION 4 namespace Assets { void IXModel::loadXSurfaceCollisionTree(Game::XSurfaceCollisionTree* entry, Utils::Stream::Reader* reader) { if (entry->nodes) { entry->nodes = reader->readArray(entry->nodeCount); } if (entry->leafs) { entry->leafs = reader->readArray(entry->leafCount); } } void IXModel::loadXSurface(Game::XSurface* surf, Utils::Stream::Reader* reader) { if (surf->vertInfo.vertsBlend) { surf->vertInfo.vertsBlend = reader->readArray(surf->vertInfo.vertCount[0] + (surf->vertInfo.vertCount[1] * 3) + (surf->vertInfo.vertCount[2] * 5) + (surf->vertInfo.vertCount[3] * 7)); } // Access vertex block if (surf->verts0) { surf->verts0 = reader->readArray(surf->vertCount); } // Save_XRigidVertListArray if (surf->vertList) { surf->vertList = reader->readArray(surf->vertListCount); for (unsigned int i = 0; i < surf->vertListCount; ++i) { Game::XRigidVertList* rigidVertList = &surf->vertList[i]; if (rigidVertList->collisionTree) { rigidVertList->collisionTree = reader->readObject(); this->loadXSurfaceCollisionTree(rigidVertList->collisionTree, reader); } } } // Access index block if (surf->triIndices) { surf->triIndices = reader->readArray(surf->triCount * 3); } } void IXModel::loadXModelSurfs(Game::XModelSurfs* asset, Utils::Stream::Reader* reader) { if (asset->name) { asset->name = reader->readCString(); } if (asset->surfaces) { asset->surfaces = reader->readArray(asset->numSurfaces); for (int i = 0; i < asset->numSurfaces; ++i) { this->loadXSurface(&asset->surfaces[i], reader); } } } void IXModel::load(Game::XAssetHeader* header, std::string name, Components::ZoneBuilder::Zone* builder) { Components::FileSystem::File modelFile(Utils::String::VA("xmodel/%s.iw4xModel", name.data())); if (modelFile.exists()) { Utils::Stream::Reader reader(builder->getAllocator(), modelFile.getBuffer()); __int64 magic = reader.read<__int64>(); if (std::memcmp(&magic, "IW4xModl", 8)) { Components::Logger::Error(0, "Reading model '%s' failed, header is invalid!", name.data()); } int version = reader.read(); if (version != IW4X_MODEL_VERSION) { Components::Logger::Error(0, "Reading model '%s' failed, expected version is %d, but it was %d!", name.data(), IW4X_MODEL_VERSION, version); } Game::XModel* asset = reader.readObject(); if (asset->name) { asset->name = reader.readCString(); } if (asset->boneNames) { asset->boneNames = builder->getAllocator()->allocateArray(asset->numBones); for (char i = 0; i < asset->numBones; ++i) { asset->boneNames[i] = Game::SL_GetString(reader.readCString(), 0); } } if (asset->parentList) { asset->parentList = reader.readArray(asset->numBones - asset->numRootBones); } if (asset->quats) { asset->quats = reader.readArray((asset->numBones - asset->numRootBones) * 4); } if (asset->trans) { asset->trans = reader.readArray((asset->numBones - asset->numRootBones) * 3); } if (asset->partClassification) { asset->partClassification = reader.readArray(asset->numBones); } if (asset->baseMat) { asset->baseMat = reader.readArray(asset->numBones); } if (asset->materialHandles) { asset->materialHandles = reader.readArray(asset->numsurfs); for (char i = 0; i < asset->numsurfs; ++i) { if (asset->materialHandles[i]) { asset->materialHandles[i] = Components::AssetHandler::FindAssetForZone(Game::XAssetType::ASSET_TYPE_MATERIAL, reader.readString(), builder).material; } } } // Save_XModelLodInfoArray { for (int i = 0; i < 4; ++i) { if (asset->lodInfo[i].modelSurfs) { asset->lodInfo[i].modelSurfs = reader.readObject(); this->loadXModelSurfs(asset->lodInfo[i].modelSurfs, &reader); Components::AssetHandler::StoreTemporaryAsset(Game::XAssetType::ASSET_TYPE_XMODELSURFS, { asset->lodInfo[i].modelSurfs }); asset->lodInfo[i].surfs = asset->lodInfo[i].modelSurfs->surfaces; // Zero that for now, it breaks the models. // TODO: Figure out how that can be converted asset->lodInfo[i].smcBaseIndexPlusOne = 0; asset->lodInfo[i].smcSubIndexMask = 0; asset->lodInfo[i].smcBucket = 0; } } } // Save_XModelCollSurfArray if (asset->collSurfs) { asset->collSurfs = reader.readArray(asset->numCollSurfs); for (int i = 0; i < asset->numCollSurfs; ++i) { Game::XModelCollSurf_s* collSurf = &asset->collSurfs[i]; if (collSurf->collTris) { collSurf->collTris = reader.readArray(collSurf->numCollTris); } } } if (asset->boneInfo) { asset->boneInfo = reader.readArray(asset->numBones); } if (asset->physPreset) { asset->physPreset = reader.readObject(); if (asset->physPreset->name) { asset->physPreset->name = reader.readCString(); } if (asset->physPreset->sndAliasPrefix) { asset->physPreset->sndAliasPrefix = reader.readCString(); } // This is an experiment, ak74 fails though if (asset->name == "weapon_ak74u"s) { asset->physPreset = nullptr; } else { Components::AssetHandler::StoreTemporaryAsset(Game::XAssetType::ASSET_TYPE_PHYSPRESET, { asset->physPreset }); } } if (asset->physCollmap) { // TODO asset->physCollmap = nullptr; } if (!reader.end()) { Components::Logger::Error(0, "Reading model '%s' failed, remaining raw data found!", name.data()); } header->model = asset; } } void IXModel::mark(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) { Game::XModel* asset = header.model; if (asset->boneNames) { for (char i = 0; i < asset->numBones; ++i) { builder->addScriptString(asset->boneNames[i]); } } if (asset->materialHandles) { for (char i = 0; i < asset->numsurfs; ++i) { if (asset->materialHandles[i]) { builder->loadAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, asset->materialHandles[i]); } } } for (int i = 0; i < 4; ++i) { if (asset->lodInfo[i].modelSurfs) { builder->loadAsset(Game::XAssetType::ASSET_TYPE_XMODELSURFS, asset->lodInfo[i].modelSurfs); } } if (asset->physPreset) { builder->loadAsset(Game::XAssetType::ASSET_TYPE_PHYSPRESET, asset->physPreset); } if (asset->physCollmap) { builder->loadAsset(Game::XAssetType::ASSET_TYPE_PHYS_COLLMAP, asset->physCollmap); } } void IXModel::save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) { AssertSize(Game::XModel, 304); Utils::Stream* buffer = builder->getBuffer(); Game::XModel* asset = header.model; Game::XModel* dest = buffer->dest(); buffer->save(asset); buffer->pushBlock(Game::XFILE_BLOCK_VIRTUAL); if (asset->name) { buffer->saveString(builder->getAssetName(this->getType(), asset->name)); Utils::Stream::ClearPointer(&dest->name); } if (asset->boneNames) { buffer->align(Utils::Stream::ALIGN_2); unsigned short* destBoneNames = buffer->dest(); buffer->saveArray(asset->boneNames, asset->numBones); for (char i = 0; i < asset->numBones; ++i) { builder->mapScriptString(&destBoneNames[i]); } Utils::Stream::ClearPointer(&dest->boneNames); } if (asset->parentList) { buffer->save(asset->parentList, asset->numBones - asset->numRootBones); Utils::Stream::ClearPointer(&dest->parentList); } if (asset->quats) { buffer->align(Utils::Stream::ALIGN_2); buffer->saveArray(asset->quats, (asset->numBones - asset->numRootBones) * 4); Utils::Stream::ClearPointer(&dest->quats); } if (asset->trans) { buffer->align(Utils::Stream::ALIGN_4); buffer->saveArray(asset->trans, (asset->numBones - asset->numRootBones) * 3); Utils::Stream::ClearPointer(&dest->trans); } if (asset->partClassification) { buffer->save(asset->partClassification, asset->numBones); Utils::Stream::ClearPointer(&dest->partClassification); } if (asset->baseMat) { AssertSize(Game::DObjAnimMat, 32); buffer->align(Utils::Stream::ALIGN_4); buffer->saveArray(asset->baseMat, asset->numBones); Utils::Stream::ClearPointer(&dest->baseMat); } if (asset->materialHandles) { buffer->align(Utils::Stream::ALIGN_4); Game::Material** destMaterials = buffer->dest(); buffer->saveArray(asset->materialHandles, asset->numsurfs); for (char i = 0; i < asset->numsurfs; ++i) { if (asset->materialHandles[i]) { destMaterials[i] = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, asset->materialHandles[i]).material; } } Utils::Stream::ClearPointer(&dest->materialHandles); } // Save_XModelLodInfoArray { AssertSize(Game::XModelLodInfo, 44); for (int i = 0; i < 4; ++i) { if (asset->lodInfo[i].modelSurfs) { dest->lodInfo[i].modelSurfs = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_XMODELSURFS, asset->lodInfo[i].modelSurfs).surfaces; } } } // Save_XModelCollSurfArray if (asset->collSurfs) { AssertSize(Game::XModelCollSurf_s, 44); buffer->align(Utils::Stream::ALIGN_4); Game::XModelCollSurf_s* destColSurfs = buffer->dest(); buffer->saveArray(asset->collSurfs, asset->numCollSurfs); for (int i = 0; i < asset->numCollSurfs; ++i) { Game::XModelCollSurf_s* destCollSurf = &destColSurfs[i]; Game::XModelCollSurf_s* collSurf = &asset->collSurfs[i]; if (collSurf->collTris) { buffer->align(Utils::Stream::ALIGN_4); buffer->save(collSurf->collTris, 48, collSurf->numCollTris); Utils::Stream::ClearPointer(&destCollSurf->collTris); } } Utils::Stream::ClearPointer(&dest->collSurfs); } if (asset->boneInfo) { AssertSize(Game::XBoneInfo, 28); buffer->align(Utils::Stream::ALIGN_4); buffer->saveArray(asset->boneInfo, asset->numBones); Utils::Stream::ClearPointer(&dest->boneInfo); } if (asset->physPreset) { dest->physPreset = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_PHYSPRESET, asset->physPreset).physPreset; } if (asset->physCollmap) { dest->physCollmap = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_PHYS_COLLMAP, asset->physCollmap).physCollmap; } buffer->popBlock(); } }