260 lines
6.2 KiB
C++

#include <STDInclude.hpp>
#include "IXAnimParts.hpp"
namespace Assets
{
void IXAnimParts::load(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder)
{
header->parts = builder->getIW4OfApi()->read<Game::XAnimParts>(Game::XAssetType::ASSET_TYPE_XANIMPARTS, name);
}
void IXAnimParts::mark(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder)
{
Game::XAnimParts* asset = header.parts;
if (asset->names)
{
for (unsigned char i = 0; i < asset->boneCount[Game::PART_TYPE_ALL]; ++i)
{
builder->addScriptString(asset->names[i]);
}
}
if (asset->notify)
{
for (unsigned char i = 0; i < asset->notifyCount; ++i)
{
builder->addScriptString(asset->notify[i].name);
}
}
}
void IXAnimParts::saveXAnimDeltaPart(Game::XAnimDeltaPart* delta, unsigned short framecount, Components::ZoneBuilder::Zone* builder)
{
AssertSize(Game::XAnimDeltaPart, 12);
Utils::Stream* buffer = builder->getBuffer();
Game::XAnimDeltaPart* destDelta = buffer->dest<Game::XAnimDeltaPart>();
buffer->save(delta);
if (delta->trans)
{
buffer->align(Utils::Stream::ALIGN_4);
buffer->save(delta->trans, 4);
if (delta->trans->size)
{
buffer->save(&delta->trans->u.frames, 28);
if (framecount > 0xFF)
{
buffer->saveArray(delta->trans->u.frames.indices._2, delta->trans->size + 1);
}
else
{
buffer->saveArray(delta->trans->u.frames.indices._1, delta->trans->size + 1);
}
if (delta->trans->u.frames.frames._1)
{
if (delta->trans->smallTrans)
{
buffer->save(delta->trans->u.frames.frames._1, 3, delta->trans->size + 1);
}
else
{
buffer->align(Utils::Stream::ALIGN_4);
buffer->save(delta->trans->u.frames.frames._1, 6, delta->trans->size + 1);
}
}
}
else
{
buffer->save(delta->trans->u.frame0, 12);
}
Utils::Stream::ClearPointer(&destDelta->trans);
}
if (delta->quat2)
{
buffer->align(Utils::Stream::ALIGN_4);
buffer->save(delta->quat2, 4);
if (delta->quat2->size)
{
buffer->save(&delta->quat2->u.frames, 4);
if (framecount > 0xFF)
{
buffer->save(delta->quat2->u.frames.indices._1, 2, delta->quat2->size + 1);
}
else
{
buffer->save(delta->quat2->u.frames.indices._1, 1, delta->quat2->size + 1);
}
if (delta->quat2->u.frames.frames)
{
buffer->align(Utils::Stream::ALIGN_4);
buffer->save(delta->quat2->u.frames.frames, 4, delta->quat2->size + 1);
}
}
else
{
buffer->save(delta->quat2->u.frame0, 4);
}
Utils::Stream::ClearPointer(&destDelta->quat2);
}
if (delta->quat)
{
buffer->align(Utils::Stream::ALIGN_4);
buffer->save(delta->quat, 4);
if (delta->quat->size)
{
buffer->save(&delta->quat->u.frames, 4);
if (framecount > 0xFF)
{
buffer->save(delta->quat->u.frames.indices._1, 2, delta->quat->size + 1);
}
else
{
buffer->save(delta->quat->u.frames.indices._1, 1, delta->quat->size + 1);
}
if (delta->quat->u.frames.frames)
{
buffer->align(Utils::Stream::ALIGN_4);
buffer->save(delta->quat->u.frames.frames, 4, delta->quat->size + 1);
}
}
else
{
buffer->save(delta->quat->u.frame0, 4);
}
Utils::Stream::ClearPointer(&destDelta->quat);
}
}
void IXAnimParts::save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder)
{
AssertSize(Game::XAnimParts, 88);
Utils::Stream* buffer = builder->getBuffer();
Game::XAnimParts* asset = header.parts;
Game::XAnimParts* dest = buffer->dest<Game::XAnimParts>();
buffer->save(asset, sizeof(Game::XAnimParts));
buffer->pushBlock(Game::XFILE_BLOCK_VIRTUAL);
if (asset->name)
{
buffer->saveString(builder->getAssetName(this->getType(), asset->name));
Utils::Stream::ClearPointer(&dest->name);
}
if (asset->names)
{
buffer->align(Utils::Stream::ALIGN_2);
unsigned short* destTagnames = buffer->dest<unsigned short>();
buffer->saveArray(asset->names, asset->boneCount[Game::PART_TYPE_ALL]);
for (unsigned char i = 0; i < asset->boneCount[Game::PART_TYPE_ALL]; ++i)
{
builder->mapScriptString(destTagnames[i]);
}
Utils::Stream::ClearPointer(&dest->names);
}
if (asset->notify)
{
AssertSize(Game::XAnimNotifyInfo, 8);
buffer->align(Utils::Stream::ALIGN_4);
Game::XAnimNotifyInfo* destNotetracks = buffer->dest<Game::XAnimNotifyInfo>();
buffer->saveArray(asset->notify, asset->notifyCount);
for (unsigned char i = 0; i < asset->notifyCount; ++i)
{
builder->mapScriptString(destNotetracks[i].name);
}
Utils::Stream::ClearPointer(&dest->notify);
}
if (asset->deltaPart)
{
AssertSize(Game::XAnimDeltaPart, 12);
buffer->align(Utils::Stream::ALIGN_4);
this->saveXAnimDeltaPart(asset->deltaPart, asset->numframes, builder);
Utils::Stream::ClearPointer(&dest->deltaPart);
}
if (asset->dataByte)
{
buffer->saveArray(asset->dataByte, asset->dataByteCount);
Utils::Stream::ClearPointer(&dest->dataByte);
}
if (asset->dataShort)
{
buffer->align(Utils::Stream::ALIGN_2);
buffer->saveArray(asset->dataShort, asset->dataShortCount);
Utils::Stream::ClearPointer(&dest->dataShort);
}
if (asset->dataInt)
{
buffer->align(Utils::Stream::ALIGN_4);
buffer->saveArray(asset->dataInt, asset->dataIntCount);
Utils::Stream::ClearPointer(&dest->dataInt);
}
if (asset->randomDataShort)
{
buffer->align(Utils::Stream::ALIGN_2);
buffer->saveArray(asset->randomDataShort, asset->randomDataShortCount);
Utils::Stream::ClearPointer(&dest->randomDataShort);
}
if (asset->randomDataByte)
{
buffer->saveArray(asset->randomDataByte, asset->randomDataByteCount);
Utils::Stream::ClearPointer(&dest->randomDataByte);
}
if (asset->randomDataInt)
{
buffer->align(Utils::Stream::ALIGN_4);
buffer->saveArray(asset->randomDataInt, asset->randomDataIntCount);
Utils::Stream::ClearPointer(&dest->randomDataInt);
}
if (asset->indices.data)
{
if (asset->numframes > 0xFF)
{
buffer->align(Utils::Stream::ALIGN_2);
buffer->saveArray(asset->indices._2, asset->indexCount);
}
else
{
buffer->saveArray(asset->indices._1, asset->indexCount);
}
Utils::Stream::ClearPointer(&dest->indices.data);
}
buffer->popBlock();
}
}