iw4x-client/src/Components/Modules/AssetInterfaces/IXModel.cpp
Louve f409b881e2
IW4OF integration (#772)
Co-authored-by: Louvenarde <louve@louve.systems>
Co-authored-by: Roxanne <roxanne@thegamebakers.com>
Co-authored-by: FutureRave <edoardo.sanguineti222@gmail.com>
2023-02-15 11:58:31 +00:00

261 lines
6.5 KiB
C++

#include <STDInclude.hpp>
#include "IXModel.hpp"
namespace Assets
{
void IXModel::load(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder)
{
header->model = builder->getIW4OfApi()->read<Game::XModel>(Game::XAssetType::ASSET_TYPE_XMODEL, name);
if (header->model)
{
// ???
if (header->model->physCollmap)
{
Components::AssetHandler::StoreTemporaryAsset(Game::XAssetType::ASSET_TYPE_PHYSCOLLMAP, { header->model->physCollmap });
}
if (header->model->physPreset)
{
Components::AssetHandler::StoreTemporaryAsset(Game::XAssetType::ASSET_TYPE_PHYSPRESET, { header->model->physPreset });
}
for (size_t i = 0; i < header->model->numLods; i++)
{
const auto& info = header->model->lodInfo[i];
Components::AssetHandler::StoreTemporaryAsset(Game::XAssetType::ASSET_TYPE_XMODEL_SURFS, { info.modelSurfs });
}
}
}
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 (unsigned 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_XMODEL_SURFS, 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_PHYSCOLLMAP, 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<Game::XModel>();
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<unsigned short>();
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)
{
if (builder->hasPointer(asset->parentList))
{
dest->parentList = builder->getPointer(asset->parentList);
}
else
{
builder->storePointer(asset->parentList);
buffer->save(asset->parentList, asset->numBones - asset->numRootBones);
Utils::Stream::ClearPointer(&dest->parentList);
}
}
if (asset->quats)
{
if (builder->hasPointer(asset->quats))
{
dest->quats = builder->getPointer(asset->quats);
}
else
{
buffer->align(Utils::Stream::ALIGN_2);
builder->storePointer(asset->quats);
buffer->saveArray(asset->quats, (asset->numBones - asset->numRootBones) * 4);
Utils::Stream::ClearPointer(&dest->quats);
}
}
if (asset->trans)
{
if (builder->hasPointer(asset->trans))
{
dest->trans = builder->getPointer(asset->trans);
}
else
{
buffer->align(Utils::Stream::ALIGN_4);
builder->storePointer(asset->trans);
buffer->saveArray(asset->trans, (asset->numBones - asset->numRootBones) * 3);
Utils::Stream::ClearPointer(&dest->trans);
}
}
if (asset->partClassification)
{
if (builder->hasPointer(asset->partClassification))
{
dest->partClassification = builder->getPointer(asset->partClassification);
}
else
{
builder->storePointer(asset->partClassification);
buffer->save(asset->partClassification, asset->numBones);
Utils::Stream::ClearPointer(&dest->partClassification);
}
}
if (asset->baseMat)
{
AssertSize(Game::DObjAnimMat, 32);
if (builder->hasPointer(asset->baseMat))
{
dest->baseMat = builder->getPointer(asset->baseMat);
}
else
{
buffer->align(Utils::Stream::ALIGN_4);
builder->storePointer(asset->baseMat);
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<Game::Material*>();
buffer->saveArray(asset->materialHandles, asset->numsurfs);
for (unsigned 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_XMODEL_SURFS, asset->lodInfo[i].modelSurfs).modelSurfs;
}
}
}
// Save_XModelCollSurfArray
if (asset->collSurfs)
{
AssertSize(Game::XModelCollSurf_s, 44);
buffer->align(Utils::Stream::ALIGN_4);
Game::XModelCollSurf_s* destColSurfs = buffer->dest<Game::XModelCollSurf_s>();
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_PHYSCOLLMAP, asset->physCollmap).physCollmap;
}
buffer->popBlock();
}
}