#include namespace Assets { void IXModel::Load(Game::XAssetHeader* header, std::string name, Components::ZoneBuilder::Zone* builder) { Components::FileSystem::File modelFile(fmt::sprintf("xmodel/%s.iw4xModel", name.data())); if (modelFile.Exists()) { Game::XModel* baseModel = Components::AssetHandler::FindOriginalAsset(Game::XAssetType::ASSET_TYPE_XMODEL, "viewmodel_mp5k").model; // Allocate new model and copy the base data to it Game::XModel* model = builder->GetAllocator()->Allocate(); std::memcpy(model, baseModel, sizeof(Game::XModel)); Utils::Stream::Reader reader(builder->GetAllocator(), modelFile.GetBuffer()); model->name = reader.ReadCString(); model->numBones = reader.ReadByte(); model->numRootBones = reader.ReadByte(); model->numSurfaces = reader.ReadByte(); model->numColSurfs = reader.Read(); // Read bone names model->boneNames = builder->GetAllocator()->AllocateArray(model->numBones); for (int i = 0; i < model->numBones; ++i) { model->boneNames[i] = Game::SL_GetString(reader.ReadCString(), 0); } // Bone count int boneCount = (model->numBones - model->numRootBones); // Read bone data model->parentList = reader.ReadArray(boneCount); model->tagAngles = reader.ReadArray(boneCount); model->tagPositions = reader.ReadArray(boneCount); model->partClassification = reader.ReadArray(boneCount); model->animMatrix = reader.ReadArray(boneCount); // Prepare surfaces Game::XSurface* baseSurface = &baseModel->lods[0].surfaces[0].surfaces[0]; Game::XModelSurfs* surf = builder->GetAllocator()->Allocate(); std::memcpy(surf, baseModel->lods[0].surfaces, sizeof(Game::XModelSurfs)); surf->name = builder->GetAllocator()->DuplicateString(fmt::sprintf("%s1", model->name)); surf->surfaces = builder->GetAllocator()->AllocateArray(model->numSurfaces); surf->numSurfaces = model->numSurfaces; model->lods[0].numSurfs = model->numSurfaces; model->lods[0].surfaces = surf; // Reset surfaces in remaining lods for (unsigned int i = 1; i < 4; ++i) { model->lods[i].numSurfs = 0; model->lods[i].surfaces = nullptr; } // Read surfaces for (int i = 0; i < surf->numSurfaces; ++i) { Game::XSurface* surface = &surf->surfaces[i]; std::memcpy(surface, baseSurface, sizeof(Game::XSurface)); surface->streamHandle = reader.Read(); surface->something = reader.Read(); surface->something2 = reader.Read(); surface->numVertices = reader.Read(); surface->numPrimitives = reader.Read(); surface->numCT = reader.Read(); surface->blendNum1 = reader.Read(); surface->blendNum2 = reader.Read(); surface->blendNum3 = reader.Read(); surface->blendNum4 = reader.Read(); surface->blendInfo = reinterpret_cast(reader.Read(2, surface->blendNum1 + (3 * surface->blendNum2) + (5 * surface->blendNum3) + (7 * surface->blendNum4))); surface->vertexBuffer = reader.ReadArray(surface->numVertices); surface->indexBuffer = reader.ReadArray(surface->numPrimitives); // Read vert list if (reader.ReadByte()) { surface->ct = reader.ReadArray(surface->numCT); for (int j = 0; j < surface->numCT; ++j) { Game::XRigidVertList* vertList = &surface->ct[j]; vertList->entry = reader.ReadArray(); vertList->entry->node = reinterpret_cast(reader.Read(16, vertList->entry->numNode)); vertList->entry->leaf = reader.ReadArray(vertList->entry->numLeaf); } } else { surface->ct = nullptr; } } // Read materials model->materials = builder->GetAllocator()->AllocateArray(model->numSurfaces); for (char i = 0; i < model->numSurfaces; ++i) { model->materials[i] = Components::AssetHandler::FindAssetForZone(Game::XAssetType::ASSET_TYPE_MATERIAL, reader.ReadString(), builder).material; } // Read collision surfaces if (reader.ReadByte()) { model->colSurf = reader.ReadArray(model->numColSurfs); for (int i = 0; i < model->numColSurfs; ++i) { if (model->colSurf[i].tris) { model->colSurf[i].tris = reader.Read(48, model->colSurf[i].count); } } } else { model->colSurf = nullptr; } // Read bone info if (reader.ReadByte()) { model->boneInfo = reader.ReadArray(model->numBones); } else { model->boneInfo = nullptr; } if (!reader.End()) { Components::Logger::Error(0, "Reading model '%s' failed, remaining raw data found!", name.data()); } header->model = model; } } 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->materials) { for (char i = 0; i < asset->numSurfaces; ++i) { if (asset->materials[i]) { builder->LoadAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, asset->materials[i]->name); } } } for (int i = 0; i < 4; ++i) { if (asset->lods[i].surfaces) { // We're not supposed to include xmodelsurfs as standalone asset //builder->LoadAsset(Game::XAssetType::ASSET_TYPE_XMODELSURFS, asset->lods[i].surfaces->name); IXModelSurfs().Mark({ asset->lods[i].surfaces }, builder); } } if (asset->physPreset) { builder->LoadAsset(Game::XAssetType::ASSET_TYPE_PHYSPRESET, asset->physPreset->name); } if (asset->physCollmap) { builder->LoadAsset(Game::XAssetType::ASSET_TYPE_PHYS_COLLMAP, asset->physCollmap->name); } } void IXModel::Save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) { Assert_Size(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->tagAngles) { Assert_Size(Game::XModelAngle, 8); buffer->Align(Utils::Stream::ALIGN_2); buffer->SaveArray(asset->tagAngles, asset->numBones - asset->numRootBones); Utils::Stream::ClearPointer(&dest->tagAngles); } if (asset->tagPositions) { Assert_Size(Game::XModelTagPos, 12); buffer->Align(Utils::Stream::ALIGN_4); buffer->SaveArray(asset->tagPositions, asset->numBones - asset->numRootBones); Utils::Stream::ClearPointer(&dest->tagPositions); } if (asset->partClassification) { buffer->Save(asset->partClassification, asset->numBones); Utils::Stream::ClearPointer(&dest->partClassification); } if (asset->animMatrix) { Assert_Size(Game::DObjAnimMat, 32); buffer->Align(Utils::Stream::ALIGN_4); buffer->SaveArray(asset->animMatrix, asset->numBones); Utils::Stream::ClearPointer(&dest->animMatrix); } if (asset->materials) { buffer->Align(Utils::Stream::ALIGN_4); Game::Material** destMaterials = buffer->Dest(); buffer->SaveArray(asset->materials, asset->numSurfaces); for (char i = 0; i < asset->numSurfaces; ++i) { if (asset->materials[i]) { destMaterials[i] = builder->RequireAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, asset->materials[i]->name).material; } } Utils::Stream::ClearPointer(&dest->materials); } // Save_XModelLodInfoArray { Assert_Size(Game::XModelLodInfo, 44); for (int i = 0; i < 4; ++i) { if (asset->lods[i].surfaces) { // Requiring this asset is not possible, it has to be loaded as part of the model //dest->lods[i].surfaces = builder->RequireAsset(Game::XAssetType::ASSET_TYPE_XMODELSURFS, asset->lods[i].surfaces->name).surfaces; buffer->PushBlock(Game::XFILE_BLOCK_TEMP); buffer->Align(Utils::Stream::ALIGN_4); IXModelSurfs().Save({ asset->lods[i].surfaces }, builder); Utils::Stream::ClearPointer(&dest->lods[i].surfaces); buffer->PopBlock(); } } } // Save_XModelCollSurfArray if (asset->colSurf) { Assert_Size(Game::XModelCollSurf, 44); buffer->Align(Utils::Stream::ALIGN_4); Game::XModelCollSurf* destColSurfs = buffer->Dest(); buffer->SaveArray(asset->colSurf, asset->numColSurfs); for (int i = 0; i < asset->numColSurfs; ++i) { Game::XModelCollSurf* destColSurf = &destColSurfs[i]; Game::XModelCollSurf* colSurf = &asset->colSurf[i]; if (colSurf->tris) { buffer->Align(Utils::Stream::ALIGN_4); buffer->Save(colSurf->tris, 48, colSurf->count); Utils::Stream::ClearPointer(&destColSurf->tris); } } Utils::Stream::ClearPointer(&dest->colSurf); } if (asset->boneInfo) { Assert_Size(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->RequireAsset(Game::XAssetType::ASSET_TYPE_PHYSPRESET, asset->physPreset->name).physPreset; } if (asset->physCollmap) { dest->physCollmap = builder->RequireAsset(Game::XAssetType::ASSET_TYPE_PHYS_COLLMAP, asset->physCollmap->name).physCollmap; } buffer->PopBlock(); } }