342 lines
8.5 KiB
C++
342 lines
8.5 KiB
C++
#include <STDInclude.hpp>
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namespace Assets
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{
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void IXAnimParts::Load(Game::XAssetHeader* header, std::string name, Components::ZoneBuilder::Zone* builder)
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{
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Components::FileSystem::File animFile(fmt::sprintf("xanim/%s.iw4xAnim", name.data()));
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if (animFile.Exists())
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{
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Utils::Stream::Reader reader(builder->GetAllocator(), animFile.GetBuffer());
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Game::XAnimParts* xanim = reader.ReadArray<Game::XAnimParts>();
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if (xanim)
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{
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if (xanim->name)
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{
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xanim->name = reader.ReadCString();
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}
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if (xanim->tagnames)
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{
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xanim->tagnames = builder->GetAllocator()->AllocateArray<short>(xanim->boneCount[Game::XAnimPartType::PART_TYPE_ALL]);
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for (int i = 0; i < xanim->boneCount[Game::XAnimPartType::PART_TYPE_ALL]; ++i)
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{
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xanim->tagnames[i] = Game::SL_GetString(reader.ReadCString(), 0);
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}
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}
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if (xanim->notetracks)
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{
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xanim->notetracks = reader.ReadArray<Game::XAnimNotifyInfo>(xanim->notetrackCount);
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for (int i = 0; i < xanim->notetrackCount; ++i)
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{
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xanim->notetracks[i].name = Game::SL_GetString(reader.ReadCString(), 0);
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}
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}
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if (xanim->dataByte)
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{
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xanim->dataByte = reader.ReadArray<char>(xanim->dataByteCount);
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}
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if (xanim->dataShort)
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{
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xanim->dataShort = reader.ReadArray<short>(xanim->dataShortCount);
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}
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if (xanim->dataInt)
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{
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xanim->dataInt = reader.ReadArray<int>(xanim->dataIntCount);
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}
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if (xanim->randomDataByte)
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{
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xanim->randomDataByte = reader.ReadArray<char>(xanim->randomDataByteCount);
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}
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if (xanim->randomDataShort)
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{
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xanim->randomDataShort = reader.ReadArray<short>(xanim->randomDataShortCount);
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}
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if (xanim->randomDataInt)
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{
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xanim->randomDataInt = reader.ReadArray<int>(xanim->randomDataIntCount);
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}
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if (xanim->indices.data)
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{
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if (xanim->framecount < 256)
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{
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xanim->indices._1 = reader.ReadArray<char>(xanim->indexcount);
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}
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else
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{
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xanim->indices._2 = reader.ReadArray<unsigned short>(xanim->indexcount);
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}
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}
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if (!reader.End())
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{
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Components::Logger::Error(0, "Reading animation '%s' failed, remaining raw data found!", name.data());
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}
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header->xanim = xanim;
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}
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}
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}
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void IXAnimParts::Mark(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder)
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{
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Game::XAnimParts* asset = header.xanim;
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if (asset->tagnames)
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{
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for (char i = 0; i < asset->boneCount[Game::XAnimPartType::PART_TYPE_ALL]; ++i)
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{
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builder->AddScriptString(asset->tagnames[i]);
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}
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}
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if (asset->notetracks)
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{
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for (char i = 0; i < asset->notetrackCount; ++i)
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{
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builder->AddScriptString(asset->notetracks[i].name);
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}
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}
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}
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void IXAnimParts::Save_XAnimDeltaPart(Game::XAnimDeltaPart* delta, unsigned short framecount, Components::ZoneBuilder::Zone* builder)
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{
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Assert_Size(Game::XAnimDeltaPart, 12);
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Utils::Stream* buffer = builder->GetBuffer();
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Game::XAnimDeltaPart* destDelta = buffer->Dest<Game::XAnimDeltaPart>();
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buffer->Save(delta);
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if (delta->trans)
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{
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buffer->Align(Utils::Stream::ALIGN_4);
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buffer->Save(delta->trans, 4);
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if (delta->trans->size)
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{
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buffer->Save(&delta->trans->u.frames, 28);
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if (framecount > 0xFF)
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{
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buffer->SaveArray(delta->trans->u.frames.indices._2, delta->trans->size + 1);
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}
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else
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{
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buffer->SaveArray(delta->trans->u.frames.indices._1, delta->trans->size + 1);
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}
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if (delta->trans->u.frames.frames._1)
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{
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if (delta->trans->smallTrans)
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{
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buffer->Save(delta->trans->u.frames.frames._1, 3, delta->trans->size + 1);
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}
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else
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{
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buffer->Align(Utils::Stream::ALIGN_4);
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buffer->Save(delta->trans->u.frames.frames._1, 6, delta->trans->size + 1);
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}
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}
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}
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else
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{
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buffer->Save(delta->trans->u.frame0, 12);
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}
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Utils::Stream::ClearPointer(&destDelta->trans);
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}
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if (delta->quat2)
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{
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buffer->Align(Utils::Stream::ALIGN_4);
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buffer->Save(delta->quat2, 4);
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if (delta->quat2->size)
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{
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buffer->Save(&delta->quat2->u.frames, 4);
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if (framecount > 0xFF)
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{
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buffer->Save(delta->quat2->u.frames.indices, 2, delta->quat2->size + 1);
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}
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else
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{
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buffer->Save(delta->quat2->u.frames.indices, 1, delta->quat2->size + 1);
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}
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if (delta->quat2->u.frames.frames)
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{
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buffer->Align(Utils::Stream::ALIGN_4);
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buffer->Save(delta->quat2->u.frames.frames, 4, delta->quat2->size + 1);
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}
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}
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else
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{
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buffer->Save(delta->quat2->u.frame0, 4);
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}
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Utils::Stream::ClearPointer(&destDelta->quat2);
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}
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if (delta->quat)
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{
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buffer->Align(Utils::Stream::ALIGN_4);
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buffer->Save(delta->quat, 4);
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if (delta->quat->size)
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{
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buffer->Save(&delta->quat->u.frames, 4);
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if (framecount > 0xFF)
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{
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buffer->Save(delta->quat->u.frames.indices, 2, delta->quat->size + 1);
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}
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else
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{
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buffer->Save(delta->quat->u.frames.indices, 1, delta->quat->size + 1);
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}
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if (delta->quat->u.frames.frames)
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{
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buffer->Align(Utils::Stream::ALIGN_4);
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buffer->Save(delta->quat->u.frames.frames, 4, delta->quat->size + 1);
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}
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}
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else
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{
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buffer->Save(delta->quat->u.frame0, 4);
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}
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Utils::Stream::ClearPointer(&destDelta->quat);
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}
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}
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void IXAnimParts::Save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder)
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{
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Assert_Size(Game::XAnimParts, 88);
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Utils::Stream* buffer = builder->GetBuffer();
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Game::XAnimParts* asset = header.xanim;
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Game::XAnimParts* dest = buffer->Dest<Game::XAnimParts>();
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buffer->Save(asset, sizeof(Game::XAnimParts));
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buffer->PushBlock(Game::XFILE_BLOCK_VIRTUAL);
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if (asset->name)
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{
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buffer->SaveString(builder->GetAssetName(this->GetType(), asset->name));
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Utils::Stream::ClearPointer(&dest->name);
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}
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if (asset->tagnames)
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{
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buffer->Align(Utils::Stream::ALIGN_2);
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unsigned short* destTagnames = buffer->Dest<unsigned short>();
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buffer->SaveArray(asset->tagnames, asset->boneCount[Game::XAnimPartType::PART_TYPE_ALL]);
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for (char i = 0; i < asset->boneCount[Game::XAnimPartType::PART_TYPE_ALL]; ++i)
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{
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builder->MapScriptString(&destTagnames[i]);
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}
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Utils::Stream::ClearPointer(&dest->tagnames);
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}
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if (asset->notetracks)
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{
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Assert_Size(Game::XAnimNotifyInfo, 8);
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buffer->Align(Utils::Stream::ALIGN_4);
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Game::XAnimNotifyInfo* destNotetracks = buffer->Dest<Game::XAnimNotifyInfo>();
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buffer->SaveArray(asset->notetracks, asset->notetrackCount);
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for (char i = 0; i < asset->notetrackCount; ++i)
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{
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builder->MapScriptString(&destNotetracks[i].name);
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}
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Utils::Stream::ClearPointer(&dest->notetracks);
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}
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if (asset->delta)
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{
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Assert_Size(Game::XAnimDeltaPart, 12);
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buffer->Align(Utils::Stream::ALIGN_4);
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IXAnimParts::Save_XAnimDeltaPart(asset->delta, asset->framecount, builder);
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Utils::Stream::ClearPointer(&dest->delta);
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}
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if (asset->dataByte)
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{
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buffer->SaveArray(asset->dataByte, asset->dataByteCount);
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Utils::Stream::ClearPointer(&dest->dataByte);
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}
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if (asset->dataShort)
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{
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buffer->Align(Utils::Stream::ALIGN_2);
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buffer->SaveArray(asset->dataShort, asset->dataShortCount);
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Utils::Stream::ClearPointer(&dest->dataShort);
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}
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if (asset->dataInt)
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{
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buffer->Align(Utils::Stream::ALIGN_4);
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buffer->SaveArray(asset->dataInt, asset->dataIntCount);
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Utils::Stream::ClearPointer(&dest->dataInt);
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}
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if (asset->randomDataShort)
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{
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buffer->Align(Utils::Stream::ALIGN_2);
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buffer->SaveArray(asset->randomDataShort, asset->randomDataShortCount);
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Utils::Stream::ClearPointer(&dest->randomDataShort);
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}
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if (asset->randomDataByte)
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{
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buffer->SaveArray(asset->randomDataByte, asset->randomDataByteCount);
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Utils::Stream::ClearPointer(&dest->randomDataByte);
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}
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if (asset->randomDataInt)
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{
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buffer->Align(Utils::Stream::ALIGN_4);
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buffer->SaveArray(asset->randomDataInt, asset->randomDataIntCount);
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Utils::Stream::ClearPointer(&dest->randomDataInt);
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}
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if (asset->indices.data)
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{
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if (asset->framecount > 0xFF)
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{
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buffer->Align(Utils::Stream::ALIGN_2);
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buffer->SaveArray(asset->indices._2, asset->indexcount);
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}
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else
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{
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buffer->SaveArray(asset->indices._1, asset->indexcount);
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}
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Utils::Stream::ClearPointer(&dest->indices.data);
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}
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buffer->PopBlock();
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}
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}
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