mirror of
https://github.com/acemod/ACE3.git
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117 lines
5.0 KiB
C++
117 lines
5.0 KiB
C++
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#include "p3d/model.hpp"
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#include "read_helpers.hpp"
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namespace ace {
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namespace p3d {
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model::model() : skeleton(nullptr), info(nullptr), useFaceDefaults(nullptr) {}
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model::model(std::istream &stream_, const std::string &filename_) {
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filename = filename_;
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// get the full file size
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stream_.seekg(0, std::ios::end);
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size = stream_.tellg();
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stream_.seekg(0, std::ios::beg);
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// Parse header here
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stream_.read((char *)&filetype, sizeof(uint32_t));
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stream_.read((char *)&version, sizeof(uint64_t));
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if (version >= 48) {
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READ_STRING(prefix_name);
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}
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stream_.read((char *)&lod_count, sizeof(uint32_t));
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// parse model info here
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info = std::make_shared<model_info>(stream_, lod_count);
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skeleton = info->skeleton;
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READ_BOOL(has_animations);
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if (has_animations) {
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uint32_t animation_count = 0;
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stream_.read((char *)&animation_count, sizeof(uint32_t));
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for (int x = 0; x < animation_count; x++) {
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animations.push_back(std::make_shared<animation>(stream_, version));
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}
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// Now we re-walk, and association animations and bones
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uint32_t bone_count, local_lod_count;
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stream_.read((char *)&local_lod_count, sizeof(uint32_t));
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for (int lod = 0; lod < local_lod_count; lod++) {
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stream_.read((char *)&bone_count, sizeof(uint32_t));
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std::vector<uint32_t> lod_bone2anim;
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for (int x = 0; x < bone_count; x++) {
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uint32_t anim_count;
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stream_.read((char *)&anim_count, sizeof(uint32_t));
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for (int anim = 0; anim < anim_count; anim++) {
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uint32_t anim_index;
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stream_.read((char *)&anim_index, sizeof(uint32_t));
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if(std::find(skeleton->all_bones[x]->animations.begin(), skeleton->all_bones[x]->animations.end(), anim_index) == skeleton->all_bones[x]->animations.end()) {
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skeleton->all_bones[x]->animations.push_back(anim_index);
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}
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};
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}
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}
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// Anims2Bones
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for (int lod = 0; lod < lod_count; lod++) {
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for (animation_p & anim : animations) {
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animate_bone_p next = std::make_shared<animate_bone>();
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next->lod = lod;
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stream_.read((char *)&next->index, sizeof(int32_t));
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if (next->index != -1 && anim->type != 8 && anim->type != 9) {
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next->axis_position = ace::vector3<float>(stream_);
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next->axis_direction = ace::vector3<float>(stream_);
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}
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anim->bones.push_back(next);
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}
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}
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}
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// LOD indexes
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for (int lod = 0; lod < lod_count; lod++) {
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uint32_t offset;
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stream_.read((char *)&offset, sizeof(uint32_t));
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start_lod.push_back(offset);
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LOG(DEBUG) << "LOD Offset: #" << lod << " : " << offset;
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}
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for (int lod = 0; lod < lod_count; lod++) {
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uint32_t offset;
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stream_.read((char *)&offset, sizeof(uint32_t));
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end_lod.push_back(offset);
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LOG(DEBUG) << "LOD Offset: #" << lod << " : " << offset;
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}
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// Attempt to read the faces?
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useFaceDefaults = new bool[lod_count];
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for (int lod = 0; lod < lod_count; lod++) {
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READ_BOOL(useFaceDefaults[lod]);
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}
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for (int x = 0; x < lod_count; x++) {
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if (!useFaceDefaults[x]) {
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face_settings tface(stream_); // @TODO: we dont save these because WHY!?
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}
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}
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for (int lod = 0; lod < lod_count; lod++) {
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char buffer[64];
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#ifdef _DEBUG
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sprintf_s(buffer, "\t\t%08X", info->resolutions[lod]);
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LOG(DEBUG) << "LOD #" << lod << ", type: " << buffer;
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#endif
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//if (info->resolutions[lod] == LOD_TYPE_GEOMETRY_FIRE) {
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// LOG(DEBUG) << "Found a desired geometry";
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stream_.clear();
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stream_.seekg(start_lod[lod], stream_.beg);
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lods.push_back(std::make_shared<ace::p3d::lod>(stream_, lod, version));
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//}
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}
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}
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model::~model() {
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if(useFaceDefaults)
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delete[] useFaceDefaults;
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}
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}
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}
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