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Copy pathbinaryread.cpp
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1553 lines (1353 loc) · 97.1 KB
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#include "MDL.h"
#include <algorithm>
/**
Functions:
MDL::LinearizeGeometry()
MDL::LinearizeAnimation()
MDL::DecompileModel()
MDL::ParseAabb()
MDL::ParseNode()
/**/
bool bReadSmoothing = false;
/// Linearize the nodes from being contained inside one another to the ArrayOfNodes in Name Index order.
void MDL::LinearizeGeometry(Node & node, std::vector<Node> & ArrayOfNodes){
for(Node & child : node.Head.Children){
if(child.nOffset != 0) LinearizeGeometry(child, ArrayOfNodes);
}
ArrayOfNodes.at(node.Head.nNameIndex) = std::move(node);
}
/// Linearize the nodes from being contained inside one another to the ArrayOfNodes in Node Index order (root first, then first child, its first child, etc.).
void MDL::LinearizeAnimation(Node & node, std::vector<Node> & ArrayOfNodes){
ModelHeader & Data = FH->MH;
ArrayOfNodes.push_back(std::move(node));
Node & node1 = ArrayOfNodes.back();
for(unsigned int n = 0; n < node1.Head.Children.size(); n++){
Node & child = node1.Head.Children.at(n);
if(child.nOffset != 0) LinearizeAnimation(child, ArrayOfNodes);
}
}
/// This function will read the binary model.
/// When bMinimal is true, the algorithm will not read data such as the animations and will not output most of the debugging messages.
void MDL::DecompileModel(bool bMinimal){
if(sBuffer.empty()) return;
src = BinarySource;
ReportObject ReportMdl (*this);
/// Start timer
Timer tDecompile;
int nNodeCounter;
nPosition = 0; /// Set reading position to beginning of file.
FH.reset(new FileHeader());
if(!bMinimal) ReportMdl << "Begin decompiling ";
Report("Decompiling...");
FileHeader & Data = *FH;
//std::cout << "Data ready.\n";
std::string sFileHeader = "File Header > ";
/// Setting up the pointer to the model header data
Data.MH.dataRegions.emplace_back("MDL", 0, 208);
//First read the file header, geometry header and model header
ReadNumber(&Data.nZero, 8, sFileHeader + "Padding");
//std::cout << "Read first value, pos " << nPosition << ".\n";
ReadNumber(&Data.nMdlLength, 1, sFileHeader + "MDL Length");
ReadNumber(&Data.nMdxLength, 1, sFileHeader + "MDX Length");
MarkDataBorder(nPosition - 1);
//if(!bMinimal) ReportMdl << "File header read, pos " << nPosition << ".\n";
std::string sGeometryHeader = "Geometry Header > ";
ReadNumber(&Data.MH.GH.nFunctionPointer0, 9, sGeometryHeader + "Function Pointer 1");
ReadNumber(&Data.MH.GH.nFunctionPointer1, 9, sGeometryHeader + "Function Pointer 2");
//std::cout << "Read function pointers, now pos is: " << nPosition << ".\n";
//Get game and platform
//std::cout << "Function pointer 0: "<< Data.MH.GH.nFunctionPointer0 <<".\n";
if(Data.MH.GH.nFunctionPointer0 == FN_PTR_PC_K1_MODEL_1) bK2 = false, bXbox = false;
else if(Data.MH.GH.nFunctionPointer0 == FN_PTR_PC_K2_MODEL_1) bK2 = true, bXbox = false;
else if(Data.MH.GH.nFunctionPointer0 == FN_PTR_XBOX_K2_MODEL_1) bK2 = true, bXbox = true;
else if(Data.MH.GH.nFunctionPointer0 == FN_PTR_XBOX_K1_MODEL_1) bK2 = false, bXbox = true;
else throw mdlexception("Cannot interpret model function pointer (" + std::to_string(Data.MH.GH.nFunctionPointer0) + "), so cannot determine game and platform.");
//std::cout << "Determined game.\n";
ReadString(&Data.MH.GH.sName, 32, 3, sGeometryHeader + "Model Name");
if(!bMinimal) ReportMdl << Data.MH.GH.sName.c_str() << ".\n";
ReadNumber(&Data.MH.GH.nOffsetToRootNode, 6, sGeometryHeader + "Offset To Root Node");
ReadNumber(&Data.MH.GH.nTotalNumberOfNodes, 1, sGeometryHeader + "Total Number Of Nodes");
ReadNumber(&Data.MH.GH.RuntimeArray1.nOffset, 8, sGeometryHeader + "Runtime Array 1 > Offset");
ReadNumber(&Data.MH.GH.RuntimeArray1.nCount, 8, sGeometryHeader + "Runtime Array 1 > Count 1");
ReadNumber(&Data.MH.GH.RuntimeArray1.nCount2, 8, sGeometryHeader + "Runtime Array 1 > Count 2");
ReadNumber(&Data.MH.GH.RuntimeArray2.nOffset, 8, sGeometryHeader + "Runtime Array 2 > Offset");
ReadNumber(&Data.MH.GH.RuntimeArray2.nCount, 8, sGeometryHeader + "Runtime Array 2 > Count 1");
ReadNumber(&Data.MH.GH.RuntimeArray2.nCount2, 8, sGeometryHeader + "Runtime Array 2 > Count 2");
ReadNumber(&Data.MH.GH.nRefCount, 8, sGeometryHeader + "Reference Count");
ReadNumber(&Data.MH.GH.nModelType, 7, sGeometryHeader + "Model Type");
ReadNumber(&Data.MH.GH.nPadding[0], 11, sGeometryHeader + "Padding");
ReadNumber(&Data.MH.GH.nPadding[1], 11, sGeometryHeader + "Padding");
ReadNumber(&Data.MH.GH.nPadding[2], 11, sGeometryHeader + "Padding");
MarkDataBorder(nPosition - 1);
//if(!bMinimal) ReportMdl << "Geometry header read.\n";
std::string sModelHeader = "Model Header > ";
ReadNumber(&Data.MH.nClassification, 7, sModelHeader + "Classification");
ReadNumber(&Data.MH.nSubclassification, 10, sModelHeader + "\"Subclassification\"");
ReadNumber(&Data.MH.nUnknown, 8, sModelHeader + "Unknown");
ReadNumber(&Data.MH.nAffectedByFog, 7, sModelHeader + "Affected By Fog");
/// If the proper flags are on, enable SG reading
bReadSmoothing = (bWriteSmoothing && Data.MH.nUnknown == 1) ? true : false;
ReadNumber(&Data.MH.nChildModelCount, 8, sModelHeader + "Child Model Count");
ReadNumber(&Data.MH.AnimationArray.nOffset, 6, sModelHeader + "Animation Array > Offset");
ReadNumber(&Data.MH.AnimationArray.nCount, 1, sModelHeader + "Animation Array > Count 1");
ReadNumber(&Data.MH.AnimationArray.nCount2, 1, sModelHeader + "Animation Array > Count 2");
ReadNumber(&Data.MH.nSupermodelReference, 11, sModelHeader + "Supermodel Reference");
Data.MH.vBBmin.fX = ReadNumber<float>(nullptr, 2, sModelHeader + "Bounding Box Min > X");
Data.MH.vBBmin.fY = ReadNumber<float>(nullptr, 2, sModelHeader + "Bounding Box Min > Y");
Data.MH.vBBmin.fZ = ReadNumber<float>(nullptr, 2, sModelHeader + "Bounding Box Min > Z");
Data.MH.vBBmax.fX = ReadNumber<float>(nullptr, 2, sModelHeader + "Bounding Box Max > X");
Data.MH.vBBmax.fY = ReadNumber<float>(nullptr, 2, sModelHeader + "Bounding Box Max > Y");
Data.MH.vBBmax.fZ = ReadNumber<float>(nullptr, 2, sModelHeader + "Bounding Box Max > Z");
Data.MH.fRadius = ReadNumber<float>(nullptr, 2, sModelHeader + "Radius");
Data.MH.fScale = ReadNumber<float>(nullptr, 2, sModelHeader + "Scale");
ReadString(&Data.MH.cSupermodelName, 32, 3, sModelHeader + "Supermodel Name");
ReadNumber(&Data.MH.nOffsetToHeadRootNode, 6, sModelHeader + "Offset To Head Root Node");
ReadNumber(&Data.MH.nPadding, 8, sModelHeader + "Padding");
ReadNumber(&Data.MH.nMdxLength2, 1, sModelHeader + "MDX Length");
ReadNumber(&Data.MH.nOffsetIntoMdx, 8, sModelHeader + "MDX Offset");
ReadNumber(&Data.MH.NameArray.nOffset, 6, sModelHeader + "Name Array > Offset");
ReadNumber(&Data.MH.NameArray.nCount, 1, sModelHeader + "Name Array > Count 1");
ReadNumber(&Data.MH.NameArray.nCount2, 1, sModelHeader + "Name Array > Count 2");
MarkDataBorder(nPosition - 1);
//if(!bMinimal) ReportMdl << "Model header read.\n";
/// The header is fully done!
/// Now we're equipped to disassemble the rest
/// First index names array
//if(!bMinimal) ReportMdl << "Reading names.\n";
if(Data.MH.NameArray.nCount > 0){
std::string sNames = "Names > ";
Data.MH.Names.resize(Data.MH.NameArray.nCount);
nPosition = MDL_OFFSET + Data.MH.NameArray.nOffset;
for(int n = 0; n < Data.MH.NameArray.nCount; n++){
ReadNumber(&Data.MH.Names[n].nOffset, 6, sNames + "Offset " + std::to_string(n));
MarkDataBorder(nPosition - 1);
unsigned nPosData = MDL_OFFSET + Data.MH.Names[n].nOffset;
ReadString(&Data.MH.Names[n].sName, 0, 3, sNames + "Name " + std::to_string(n) + " (" + std::string(reinterpret_cast<const char*>(&GetBuffer().at(nPosData))) + ")", &nPosData);
MarkDataBorder(nPosData - 1);
}
}
//if(!bMinimal) ReportMdl << "Name array read.\n";
Report("Decompiling animations...");
//if(!bMinimal) ReportMdl << "Reading animations.\n";
/// Next, animations. Skip them if we're reading minimally
if(Data.MH.AnimationArray.nCount > 0 && !bMinimal){
Data.MH.Animations.resize(Data.MH.AnimationArray.nCount);
nPosition = MDL_OFFSET + Data.MH.AnimationArray.nOffset;
SavePosition(0);
for(int n = 0; n < Data.MH.AnimationArray.nCount; n++){
RestorePosition(0);
std::string sAnimation = "Anim " + std::to_string(n) + " > ";
Animation & anim = Data.MH.Animations.at(n);
ReadNumber(&anim.nOffset, 6, sAnimation + "Offset");
MarkDataBorder(nPosition - 1);
/// Setting up the pointer to the data
anim.dataRegions.emplace_back("MDL", anim.nOffset + 12, 136);
SavePosition(0);
nPosition = MDL_OFFSET + anim.nOffset;
sAnimation = "Anim " + std::string(reinterpret_cast<const char*>(&GetBuffer().at(nPosition + 8))) + " (" + std::to_string(n) + ") > ";
ReadNumber(&anim.nFunctionPointer0, 9, sAnimation + "Function Pointer 1");
ReadNumber(&anim.nFunctionPointer1, 9, sAnimation + "Function Pointer 2");
ReadString(&anim.sName, 32, 3, sAnimation + "Name");
ReadNumber(&anim.nOffsetToRootAnimationNode, 6, sAnimation + "Offset To Root Node");
ReadNumber(&anim.nNumberOfNames, 1, sAnimation + "Total Number Of Nodes");
ReadNumber(&anim.RuntimeArray1.nOffset, 8, sAnimation + "Runtime Array 1 > Offset");
ReadNumber(&anim.RuntimeArray1.nCount, 8, sAnimation + "Runtime Array 1 > Count 1");
ReadNumber(&anim.RuntimeArray1.nCount2, 8, sAnimation + "Runtime Array 1 > Count 2");
ReadNumber(&anim.RuntimeArray2.nOffset, 8, sAnimation + "Runtime Array 2 > Offset");
ReadNumber(&anim.RuntimeArray2.nCount, 8, sAnimation + "Runtime Array 2 > Count 1");
ReadNumber(&anim.RuntimeArray2.nCount2, 8, sAnimation + "Runtime Array 2 > Count 2");
ReadNumber(&anim.nRefCount, 8, sAnimation + "Reference Count");
ReadNumber(&anim.nModelType, 7, sAnimation + "Model Type");
ReadNumber(&anim.nPadding[0], 11, sAnimation + "Padding");
ReadNumber(&anim.nPadding[1], 11, sAnimation + "Padding");
ReadNumber(&anim.nPadding[2], 11, sAnimation + "Padding");
MarkDataBorder(nPosition - 1);
anim.fLength = ReadNumber<float>(nullptr, 2, sAnimation + "Length");
anim.fTransition = ReadNumber<float>(nullptr, 2, sAnimation + "Transition");
ReadString(&anim.sAnimRoot, 32, 3, sAnimation + "AnimRoot");
ReadNumber(&anim.EventArray.nOffset, 6, sAnimation + "Event Array > Offset");
ReadNumber(&anim.EventArray.nCount, 1, sAnimation + "Event Array > Count 1");
ReadNumber(&anim.EventArray.nCount2, 1, sAnimation + "Event Array > Count 2");
ReadNumber(&anim.nPadding2, 8, sAnimation + "Padding");
MarkDataBorder(nPosition - 1);
if(anim.EventArray.nCount > 0){
anim.Events.resize(anim.EventArray.nCount);
nPosition = MDL_OFFSET + anim.EventArray.nOffset; /// No need to save the previous position because we've finished the header
//std::cout << string_format("Offset to Animation Events is %i\n", anim.EventArray.nOffset);
for(int e = 0; e < anim.Events.size(); e++){
Event & event = anim.Events.at(e);
event.fTime = ReadNumber<float>(nullptr, 2, sAnimation + "Event " + std::to_string(e) + " > Time");
ReadString(&event.sName, 32, 3, sAnimation + "Event " + std::to_string(e) + " > Name (" + std::string(reinterpret_cast<const char*>(&GetBuffer().at(nPosition))) + ")");
MarkDataBorder(nPosition - 1);
}
}
/// We're done with the header, now we delve into animation nodes. It's a bit scary :(
/// Prepare root node
anim.RootAnimationNode.nOffset = anim.nOffsetToRootAnimationNode;
anim.RootAnimationNode.nAnimation = n;
/// Prepare for parsing and parse
std::vector<unsigned int> offsets;
offsets.reserve(Data.MH.nNodeCount);
Vector vFromRoot;
Quaternion qFromRoot;
ParseNode(anim.RootAnimationNode, offsets, vFromRoot, qFromRoot, sAnimation);
/// Prepare for linearization and linearize
anim.ArrayOfNodes.clear();
anim.ArrayOfNodes.reserve(Data.MH.Names.size());
LinearizeAnimation(anim.RootAnimationNode, anim.ArrayOfNodes);
}
}
//if(!bMinimal) ReportMdl << "Animation array read.\n";
Report("Decompiling geometry...");
//if(!bMinimal) ReportMdl << "Reading geometry.\n";
if(Data.MH.Names.size() > 0){
/// Set offset and animation
Data.MH.RootNode.nOffset = Data.MH.GH.nOffsetToRootNode;
Data.MH.RootNode.nAnimation = -1;
std::string sGeometry = "Geometry > ";
/// Prepare variables for parsing nodes and then parse the nodes.
std::vector<unsigned int> offsets;
offsets.reserve(Data.MH.nNodeCount);
Vector vFromRoot;
Quaternion qFromRoot;
ParseNode(Data.MH.RootNode, offsets, vFromRoot, qFromRoot, sGeometry, bMinimal);
/// Record total real node count
Data.MH.nNodeCount = offsets.size();
//std::cout << string_format("Node count for the Geometry: %i, compared to the number in the header, %i.\n", nNodeCounter, Data.MH.GH.nNumberOfNodes);
//Data.MH.ArrayOfNodes.clear();
/// Linearize read geometry into an Array Of Nodes
Data.MH.ArrayOfNodes.resize(Data.MH.nNodeCount); /// Only create as many nodes as there actually are, ignore the extra names
LinearizeGeometry(Data.MH.RootNode, Data.MH.ArrayOfNodes);
/// Build Array of Indices By Tree Order
Data.MH.NameIndicesInTreeOrder.reserve(Data.MH.ArrayOfNodes.size());
Data.MH.BuildTreeOrderArray(Data.MH.ArrayOfNodes.front());
/// Immediately fix all the skin bone->name maps
for(Node & node : Data.MH.ArrayOfNodes){
if(node.Head.nType & NODE_SKIN){
int nBoneCount = 0;
for(Bone & bone : node.Skin.Bones){
if(bone.nBonemap.Valid()) nBoneCount++;
}
node.Skin.BoneNameIndices.resize(nBoneCount);
for(int n = 0; n < node.Skin.Bones.size(); n++){
Bone & bone = node.Skin.Bones.at(n);
if(bone.nBonemap.Valid()){
node.Skin.BoneNameIndices.at(bone.nBonemap) = Data.MH.NameIndicesInTreeOrder.at(n);
}
bone.nNameIndex = Data.MH.NameIndicesInTreeOrder.at(n);
}
}
}
}
//if(!bMinimal) ReportMdl << "Geometry read.\n";
/// Here we'll go around and fix all the animation node numbers to match the geometry nodes.
for(Animation & anim : Data.MH.Animations){
/// Fix the name indices in node, name indices in controllers and child indices.
for(Node & anim_node : anim.ArrayOfNodes){
for(Node & geom_node : Data.MH.ArrayOfNodes){
/// When you find the corresponding geom node, copy the name index
if(anim_node.Head.nSupernodeNumber == geom_node.Head.nSupernodeNumber){
if(anim_node.Head.nNameIndex != geom_node.Head.nNameIndex){
/// We also need to correct it in all the controllers
for(Controller & ctrl : anim_node.Head.Controllers){
ctrl.nNameIndex = geom_node.Head.nNameIndex;
}
/// We need to find the parent node to change the child index
for(Node & anim_node2 : anim.ArrayOfNodes) if(anim_node2.Head.nSupernodeNumber == anim_node.Head.nParentIndex){
for(auto & child_ind : anim_node2.Head.ChildIndices) if(child_ind == anim_node.Head.nNameIndex)
{
child_ind = geom_node.Head.nNameIndex;
break;
}
break;
}
/// Finally, change the name index on the node itself
anim_node.Head.nNameIndex = geom_node.Head.nNameIndex;
}
break;
}
}
}
/// Fix parent indices.
for(Node & anim_node : anim.ArrayOfNodes){
for(Node & geom_node : Data.MH.ArrayOfNodes){
/// When you find the corresponding parent geom node, copy the name index
/// Q: why is the parent index set to the supernode number at this point?
/// A: because otherwise how the heck are we gonna know that its the right one
if(anim_node.Head.nParentIndex == geom_node.Head.nSupernodeNumber){
if(anim_node.Head.nParentIndex != geom_node.Head.nNameIndex){
anim_node.Head.nParentIndex = geom_node.Head.nNameIndex;
}
break;
}
}
}
/// Only now can we record the child indices // This is now done above already
/*
for(Node & anim_node : anim.ArrayOfNodes){
anim_node.Head.ChildIndices.clear();
for(Node & child : anim_node.Head.Children){
anim_node.Head.ChildIndices.push_back(child.Head.nNameIndex);
}
}
*/
}
positions.shrink_to_fit();
if(!bMinimal) ReportMdl << "Decompiled model in " << tDecompile.GetTime() << ".\n";
if(!bReadSmoothing && bBinaryPostProcess && Mdx && !bMinimal) BinaryPostProcess();
}
static unsigned nAabbCount = 0;
void MDL::ParseAabb(Aabb & aabb, unsigned int nHighestOffset, const std::string & sPrefix){
std::string sAabb = sPrefix + "AABB " + std::to_string(nAabbCount) + " > ";
nAabbCount++;
if(aabb.nOffset > nHighestOffset) nHighestOffset = aabb.nOffset;
else{
MessageBox(NULL, "The aabb (walkmesh) tree seems to be looping, the .mdl might be broken. =(", "Error", MB_OK | MB_ICONERROR);
return;
}
if(aabb.nOffset == -1) throw mdlexception("An aabb node has offset -1.");
/// Setting up the pointer to the data
aabb.dataRegions.emplace_back("MDL", aabb.nOffset + 12, 40);
unsigned int nPosData = aabb.nOffset + MDL_OFFSET;
aabb.vBBmin.fX = ReadNumber<float>(nullptr, 2, sAabb + "Bounding Box Min > X", &nPosData);
aabb.vBBmin.fY = ReadNumber<float>(nullptr, 2, sAabb + "Bounding Box Min > Y", &nPosData);
aabb.vBBmin.fZ = ReadNumber<float>(nullptr, 2, sAabb + "Bounding Box Min > Z", &nPosData);
aabb.vBBmax.fX = ReadNumber<float>(nullptr, 2, sAabb + "Bounding Box Max > X", &nPosData);
aabb.vBBmax.fY = ReadNumber<float>(nullptr, 2, sAabb + "Bounding Box Max > Y", &nPosData);
aabb.vBBmax.fZ = ReadNumber<float>(nullptr, 2, sAabb + "Bounding Box Max > Z", &nPosData);
ReadNumber(&aabb.nChild1, 6, sAabb + "Child 1 Offset", &nPosData);
ReadNumber(&aabb.nChild2, 6, sAabb + "Child 2 Offset", &nPosData);
aabb.nID = ReadNumber<signed int>(nullptr, 4, sAabb + "Face Index", &nPosData);
aabb.nProperty = ReadNumber<unsigned>(nullptr, 4, sAabb + "Second Child Property", &nPosData);
MarkDataBorder(nPosData - 1);
if(aabb.nChild1 > 0){
aabb.Child1.resize(1);
aabb.Child1[0].nOffset = aabb.nChild1;
ParseAabb(aabb.Child1[0], nHighestOffset, sPrefix);
}
if(aabb.nChild2 > 0){
aabb.Child2.resize(1);
aabb.Child2[0].nOffset = aabb.nChild2;
ParseAabb(aabb.Child2[0], nHighestOffset, sPrefix);
}
}
void MDL::ParseNode(Node & node, std::vector<unsigned int> & offsets, Vector vFromRoot, Quaternion qFromRoot, const std::string & sPrefix, bool bMinimal){
SavePosition(1);
nPosition = MDL_OFFSET + node.nOffset;
unsigned int nPosData = 0;
offsets.push_back(node.nOffset);
std::string sNode = sPrefix + std::string(GetFileData()->MH.Names.at(*(unsigned short*) &sBuffer.at(nPosition + 4)).sName.c_str()) + " (" + std::to_string(offsets.size() - 1) + ") > ";
ReadNumber(node.Head.nType.GetPtr(), 5, sNode + "Type");
ReadNumber(node.Head.nSupernodeNumber.GetPtr(), 5, sNode + "Supernode Index");
ReadNumber(node.Head.nNameIndex.GetPtr(), 5, sNode + "Name Index");
ReadNumber(&node.Head.nPadding1, 8, sNode + "Padding");
/// Setting up the pointer to the data
node.dataRegions.emplace_back("MDL", node.nOffset + 12, node.GetSize());
ReportObject ReportMdl (*this);
//ReportMdl << "Reading " << (node.nAnimation.Valid() ? "animation" : "geometry") << " node " << GetNodeName(node) << " at offset " << nPosition - 8 << ".\n";
if(!(node.Head.nType & NODE_HEADER)) throw mdlexception(std::string("The ") + (node.nAnimation.Valid() ? "animation" : "geometry") + " node " + GetNodeName(node) + " does not have a NODE_HEADER.");
ReadNumber(node.Head.nOffsetToRoot.GetPtr(), 6, sNode + "Offset To Root");
ReadNumber(node.Head.nOffsetToParent.GetPtr(), 6, sNode + "Offset To Parent");
node.Head.vPos.fX = ReadNumber<float>(nullptr, 2, sNode + "Position > X");
node.Head.vPos.fY = ReadNumber<float>(nullptr, 2, sNode + "Position > Y");
node.Head.vPos.fZ = ReadNumber<float>(nullptr, 2, sNode + "Position > Z");
double fQW = ReadNumber<float>(nullptr, 2, sNode + "Orientation > W");
double fQX = ReadNumber<float>(nullptr, 2, sNode + "Orientation > X");
double fQY = ReadNumber<float>(nullptr, 2, sNode + "Orientation > Y");
double fQZ = ReadNumber<float>(nullptr, 2, sNode + "Orientation > Z");
node.Head.oOrient.SetQuaternion(fQX, fQY, fQZ, fQW);
/// Let's do the transformations/translations here. First orientation, then translation.
Vector vAdd = node.Head.vPos;
vAdd.Rotate(qFromRoot);
vFromRoot += vAdd;
qFromRoot *= node.Head.oOrient.GetQuaternion();
node.Head.vFromRoot = vFromRoot;
node.Head.qFromRoot = qFromRoot;
ReadNumber(&node.Head.ChildrenArray.nOffset, 6, sNode + "Child Array > Offset");
ReadNumber(&node.Head.ChildrenArray.nCount, 1, sNode + "Child Array > Count 1");
ReadNumber(&node.Head.ChildrenArray.nCount2, 1, sNode + "Child Array > Count 2");
ReadNumber(&node.Head.ControllerArray.nOffset, 6, sNode + "Controller Array > Offset");
ReadNumber(&node.Head.ControllerArray.nCount, 1, sNode + "Controller Array > Count 1");
ReadNumber(&node.Head.ControllerArray.nCount2, 1, sNode + "Controller Array > Count 2");
ReadNumber(&node.Head.ControllerDataArray.nOffset, 6, sNode + "Controller Data Array > Offset");
ReadNumber(&node.Head.ControllerDataArray.nCount, 1, sNode + "Controller Data Array > Count 1");
ReadNumber(&node.Head.ControllerDataArray.nCount2, 1, sNode + "Controller Data Array > Count 2");
MarkDataBorder(nPosition - 1);
if(node.Head.ControllerDataArray.nCount > 0 && !bMinimal){
/// We gots controll data!
node.Head.ControllerData.resize(node.Head.ControllerDataArray.nCount);
nPosData = MDL_OFFSET + node.Head.ControllerDataArray.nOffset;
for(int n = 0; n < node.Head.ControllerDataArray.nCount; n++){
node.Head.ControllerData[n] = ReadNumber<float>(nullptr, 2, sNode + "Controller Data " + std::to_string(n), &nPosData);
MarkDataBorder(nPosData - 1);
//if(n == node.Head.ControllerDataArray.nCount) std::cout << string_format("Just filled %i floats of Controller Data\n", n);
}
}
if(node.Head.ControllerArray.nCount > 0 && !bMinimal){
node.Head.Controllers.resize(node.Head.ControllerArray.nCount);
nPosData = MDL_OFFSET + node.Head.ControllerArray.nOffset;
for(int n = 0; n < node.Head.ControllerArray.nCount; n++){
Controller & ctrl = node.Head.Controllers.at(n);
/// Setting up the pointer to the data
ctrl.dataRegions.emplace_back("MDL", nPosData, 16);
std::string sController = sNode + "Controller " + std::to_string(n) + " > ";
ReadNumber(&ctrl.nControllerType, 4, sController + "Type", &nPosData);
ReadNumber(&ctrl.nUnknown2, 10, sController + "Unknown", &nPosData);
ReadNumber(&ctrl.nValueCount, 5, sController + "Value Count", &nPosData);
ReadNumber(&ctrl.nTimekeyStart, 5, sController + "Timekey Start", &nPosData);
ReadNumber(&ctrl.nDataStart, 5, sController + "Data Start", &nPosData);
ReadNumber(&ctrl.nColumnCount, 5, sController + "Column Count", &nPosData);
ReadNumber(&ctrl.nPadding[0], 11, sController + "Padding", &nPosData);
ReadNumber(&ctrl.nPadding[1], 11, sController + "Padding", &nPosData);
ReadNumber(&ctrl.nPadding[2], 11, sController + "Padding", &nPosData);
MarkDataBorder(nPosData - 1);
ctrl.nNameIndex = node.Head.nNameIndex;
ctrl.nAnimation = node.nAnimation;
if(ctrl.nControllerType == CONTROLLER_HEADER_ORIENTATION && node.nAnimation.Valid()){
if(ctrl.nColumnCount == 2 && !FH->MH.bCompressQuaternions) FH->MH.bCompressQuaternions = true;
else if(ctrl.nColumnCount != 2 && FH->MH.bCompressQuaternions) FH->MH.bCompressQuaternions = false;
}
int nCount = ctrl.nColumnCount & 0x0F;
if(ctrl.nControllerType == CONTROLLER_HEADER_ORIENTATION && nCount == 2) nCount = 1;
if(ctrl.nColumnCount & 0x10) nCount *= 3;
/// Setting up the pointer to the data
ctrl.dataRegions.emplace_back("MDL", MDL_OFFSET + node.Head.ControllerDataArray.nOffset + (ctrl.nTimekeyStart * 4),
ctrl.nValueCount * 4);
ctrl.dataRegions.emplace_back("MDL", MDL_OFFSET + node.Head.ControllerDataArray.nOffset + (ctrl.nDataStart * 4),
nCount * ctrl.nValueCount * 4);
if(nCount * ctrl.nValueCount + ctrl.nDataStart > node.Head.ControllerData.size())
Warning("Missing controller data on an animation controller on node '" + GetNodeName(node) + "' in animation '" + FH->MH.Animations.at(node.nAnimation).sName.c_str() + "'.");
}
}
unsigned nSavePosition = nPosition;
if(node.Head.ChildrenArray.nCount > 0){
/// We gots children!
node.Head.Children.resize(node.Head.ChildrenArray.nCount);
node.Head.ChildIndices.clear();
nPosData = MDL_OFFSET + node.Head.ChildrenArray.nOffset;
for(int n = 0; n < node.Head.Children.size(); n++){
Node & child = node.Head.Children.at(n);
ReadNumber(&child.nOffset, 6, sNode + "Child Offset" + std::to_string(n), &nPosData);
MarkDataBorder(nPosData - 1);
child.nAnimation = node.nAnimation;
/// If this is a geometry node, then the name index is reliable and we may use it for the parent index.
/// If however this is an animation node, the name index is not reliable, so we will put in the supernode number instead
/// and then use it later to find the correct name index.
child.Head.nParentIndex = !node.nAnimation.Valid() ? node.Head.nNameIndex : node.Head.nSupernodeNumber;
if(std::find(offsets.begin(), offsets.end(), child.nOffset) == offsets.end()){
ParseNode(child, offsets, vFromRoot, qFromRoot, sPrefix, bMinimal);
}
else{
/**
Okay, so it seems that the offset of our child has already been parsed. This means that there is a loop in the model.
I will solve this loop now by not parsing this child. So this will break the loop, but it will leave this unread child behind.
It is now the job of the linearization functions to ignore this child. I will mark this child by setting its offset to 0.
So, when the offset of a node is 0, linearization of that node should not take place.
/**/
child.nOffset = 0;
}
node.Head.ChildIndices.push_back(child.Head.nNameIndex); /// Sorting based on child indices? Does that even work for animations?
}
}
/// If we only want to read minimally, we're done at this point
if(bMinimal) return;
/// Return the position to where we were before doing all the children in between
nPosition = nSavePosition;
if(node.Head.nType & NODE_LIGHT){
std::string sLight = sNode + "Light > ";
node.Light.fFlareRadius = ReadNumber<float>(nullptr, 2, sLight + "Flare Radius");
ReadNumber(&node.Light.UnknownArray.nOffset, 8, sLight + "Unknown Array > Offset");
ReadNumber(&node.Light.UnknownArray.nCount, 8, sLight + "Unknown Array > Count 1");
ReadNumber(&node.Light.UnknownArray.nCount2, 8, sLight + "Unknown Array > Count 2");
ReadNumber(&node.Light.FlareSizeArray.nOffset, 6, sLight + "Flare Sizes > Offset");
ReadNumber(&node.Light.FlareSizeArray.nCount, 1, sLight + "Flare Sizes > Count 1");
ReadNumber(&node.Light.FlareSizeArray.nCount2, 1, sLight + "Flare Sizes > Count 2");
ReadNumber(&node.Light.FlarePositionArray.nOffset, 6, sLight + "Flare Positions > Offset");
ReadNumber(&node.Light.FlarePositionArray.nCount, 1, sLight + "Flare Positions > Count 1");
ReadNumber(&node.Light.FlarePositionArray.nCount2, 1, sLight + "Flare Positions > Count 2");
ReadNumber(&node.Light.FlareColorShiftArray.nOffset, 6, sLight + "Flare Color Shifts > Offset");
ReadNumber(&node.Light.FlareColorShiftArray.nCount, 1, sLight + "Flare Color Shifts > Count 1");
ReadNumber(&node.Light.FlareColorShiftArray.nCount2, 1, sLight + "Flare Color Shifts > Count 2");
ReadNumber(&node.Light.FlareTextureNameArray.nOffset, 6, sLight + "Flare Texture Names > Offset");
ReadNumber(&node.Light.FlareTextureNameArray.nCount, 1, sLight + "Flare Texture Names > Count 1");
ReadNumber(&node.Light.FlareTextureNameArray.nCount2, 1, sLight + "Flare Texture Names > Count 2");
ReadNumber(node.Light.nLightPriority.GetPtr(), 4, sLight + "Light Priority");
ReadNumber(node.Light.nAmbientOnly.GetPtr(), 4, sLight + "Ambient Only");
ReadNumber(node.Light.nDynamicType.GetPtr(), 4, sLight + "Dynamic Type");
ReadNumber(node.Light.nAffectDynamic.GetPtr(), 4, sLight + "Affect Dynamic");
ReadNumber(node.Light.nShadow.GetPtr(), 4, sLight + "Shadow");
ReadNumber(node.Light.nFlare.GetPtr(), 4, sLight + "Flare");
ReadNumber(node.Light.nFadingLight.GetPtr(), 4, sLight + "Fading Light");
MarkDataBorder(nPosition - 1);
node.Light.v_dataRegions.resize(std::max(node.Light.FlareSizeArray.nCount,
std::max(node.Light.FlarePositionArray.nCount,
std::max(node.Light.FlareColorShiftArray.nCount,
node.Light.FlareTextureNameArray.nCount))));
if(node.Light.FlareTextureNameArray.nCount > 0){
node.Light.FlareTextureNames.resize(node.Light.FlareTextureNameArray.nCount);
nPosData = MDL_OFFSET + node.Light.FlareTextureNameArray.nOffset;
for(int n = 0; n < node.Light.FlareTextureNameArray.nCount; n++){
/// Setting up the pointer to the data
node.Light.v_dataRegions.at(n).emplace_back("MDL", nPosData, 4);
ReadNumber(&node.Light.FlareTextureNames[n].nOffset, 6, sLight + "Flare Texture Name Offset " + std::to_string(n), &nPosData);
MarkDataBorder(nPosData - 1);
unsigned nPosData2 = MDL_OFFSET + node.Light.FlareTextureNames[n].nOffset;
/// Setting up the pointer to the data
node.Light.v_dataRegions.at(n).emplace_back("MDL", nPosData2, strlen(reinterpret_cast<const char *>(&sBuffer.at(nPosData2))) + 1);
ReadString(&node.Light.FlareTextureNames[n].sName, 0, 3, sLight + "Flare Texture Name String " + std::to_string(n), &nPosData2);
}
}
if(node.Light.FlareSizeArray.nCount > 0){
node.Light.FlareSizes.resize(node.Light.FlareSizeArray.nCount);
nPosData = MDL_OFFSET + node.Light.FlareSizeArray.nOffset;
for(int n = 0; n < node.Light.FlareSizeArray.nCount; n++){
/// Setting up the pointer to the data
node.Light.v_dataRegions.at(n).emplace_back("MDL", nPosData, 4);
node.Light.FlareSizes[n] = ReadNumber<float>(nullptr, 2, sLight + "Flare Size " + std::to_string(n), &nPosData);
MarkDataBorder(nPosData - 1);
}
}
if(node.Light.FlarePositionArray.nCount > 0){
node.Light.FlarePositions.resize(node.Light.FlarePositionArray.nCount);
nPosData = MDL_OFFSET + node.Light.FlarePositionArray.nOffset;
for(int n = 0; n < node.Light.FlarePositionArray.nCount; n++){
/// Setting up the pointer to the data
node.Light.v_dataRegions.at(n).emplace_back("MDL", nPosData, 4);
node.Light.FlarePositions[n] = ReadNumber<float>(nullptr, 2, sLight + "Flare Position " + std::to_string(n), &nPosData);
MarkDataBorder(nPosData - 1);
}
}
if(node.Light.FlareColorShiftArray.nCount > 0){
node.Light.FlareColorShifts.resize(node.Light.FlareColorShiftArray.nCount);
nPosData = MDL_OFFSET + node.Light.FlareColorShiftArray.nOffset;
for(int n = 0; n < node.Light.FlareColorShiftArray.nCount; n++){
/// Setting up the pointer to the data
node.Light.v_dataRegions.at(n).emplace_back("MDL", nPosData, 12);
node.Light.FlareColorShifts[n].fR = ReadNumber<float>(nullptr, 2, sLight + "Flare Color Shift " + std::to_string(n) + " > R", &nPosData);
node.Light.FlareColorShifts[n].fG = ReadNumber<float>(nullptr, 2, sLight + "Flare Color Shift " + std::to_string(n) + " > G", &nPosData);
node.Light.FlareColorShifts[n].fB = ReadNumber<float>(nullptr, 2, sLight + "Flare Color Shift " + std::to_string(n) + " > B", &nPosData);
MarkDataBorder(nPosData - 1);
}
}
}
if(node.Head.nType & NODE_EMITTER){
std::string sEmitter = sNode + "Emitter > ";
node.Emitter.fDeadSpace = ReadNumber<float>(nullptr, 2, sEmitter + "Dead Space");
node.Emitter.fBlastRadius = ReadNumber<float>(nullptr, 2, sEmitter + "Blast Radius");
node.Emitter.fBlastLength = ReadNumber<float>(nullptr, 2, sEmitter + "Blast Length");
ReadNumber(&node.Emitter.nBranchCount, 1, sEmitter + "Branch Count");
node.Emitter.fControlPointSmoothing = ReadNumber<float>(nullptr, 2, sEmitter + "Control Point Smoothing");
ReadNumber(&node.Emitter.nxGrid, 4, sEmitter + "xGrid");
ReadNumber(&node.Emitter.nyGrid, 4, sEmitter + "yGrid");
ReadNumber(&node.Emitter.nSpawnType, 4, sEmitter + "SpawnType");
ReadString(&node.Emitter.cUpdate, 32, 3, sEmitter + "Update");
ReadString(&node.Emitter.cRender, 32, 3, sEmitter + "Render");
ReadString(&node.Emitter.cBlend, 32, 3, sEmitter + "Blend");
ReadString(&node.Emitter.cTexture, 32, 3, sEmitter + "Texture");
ReadString(&node.Emitter.cChunkName, 16, 3, sEmitter + "Chunk Name");
ReadNumber(&node.Emitter.nTwosidedTex, 4, sEmitter + "Twosided Tex");
ReadNumber(&node.Emitter.nLoop, 4, sEmitter + "Loop");
ReadNumber(&node.Emitter.nRenderOrder, 5, sEmitter + "Render Order");
ReadNumber(&node.Emitter.nFrameBlending, 7, sEmitter + "Frame Blending");
ReadString(&node.Emitter.cDepthTextureName, 32, 3, sEmitter + "Depth Texture Name");
ReadNumber(&node.Emitter.nPadding1, 11, sEmitter + "Padding");
ReadNumber(&node.Emitter.nFlags, 4, sEmitter + "Flags");
MarkDataBorder(nPosition - 1);
}
if(node.Head.nType & NODE_REFERENCE){
std::string sReference = sNode + "Reference > ";
ReadString(&node.Reference.sRefModel, 32, 3, sReference + "Reference Model");
ReadNumber(&node.Reference.nReattachable, 4, sReference + "Reattachable");
MarkDataBorder(nPosition - 1);
}
if(node.Head.nType & NODE_MESH){
std::string sMesh = sNode + "Mesh > ";
try{
ReadNumber(&node.Mesh.nFunctionPointer0, 9, sMesh + "Function Pointer 1");
ReadNumber(&node.Mesh.nFunctionPointer1, 9, sMesh + "Function Pointer 2");
ReadNumber(&node.Mesh.FaceArray.nOffset, 6, sMesh + "Face Array > Offset");
ReadNumber(&node.Mesh.FaceArray.nCount, 1, sMesh + "Face Array > Count 1");
ReadNumber(&node.Mesh.FaceArray.nCount2, 1, sMesh + "Face Array > Count 2");
node.Mesh.vBBmin.fX = ReadNumber<float>(nullptr, 2, sMesh + "Bounding Box Min > X");
node.Mesh.vBBmin.fY = ReadNumber<float>(nullptr, 2, sMesh + "Bounding Box Min > Y");
node.Mesh.vBBmin.fZ = ReadNumber<float>(nullptr, 2, sMesh + "Bounding Box Min > Z");
node.Mesh.vBBmax.fX = ReadNumber<float>(nullptr, 2, sMesh + "Bounding Box Max > X");
node.Mesh.vBBmax.fY = ReadNumber<float>(nullptr, 2, sMesh + "Bounding Box Max > Y");
node.Mesh.vBBmax.fZ = ReadNumber<float>(nullptr, 2, sMesh + "Bounding Box Max > Z");
node.Mesh.fRadius = ReadNumber<float>(nullptr, 2, sMesh + "Radius");
node.Mesh.vAverage.fX = ReadNumber<float>(nullptr, 2, sMesh + "Average > X");
node.Mesh.vAverage.fY = ReadNumber<float>(nullptr, 2, sMesh + "Average > Y");
node.Mesh.vAverage.fZ = ReadNumber<float>(nullptr, 2, sMesh + "Average > Z");
node.Mesh.fDiffuse.fR = ReadNumber<float>(nullptr, 2, sMesh + "Diffuse > R");
node.Mesh.fDiffuse.fG = ReadNumber<float>(nullptr, 2, sMesh + "Diffuse > G");
node.Mesh.fDiffuse.fB = ReadNumber<float>(nullptr, 2, sMesh + "Diffuse > B");
node.Mesh.fAmbient.fR = ReadNumber<float>(nullptr, 2, sMesh + "Ambient > R");
node.Mesh.fAmbient.fG = ReadNumber<float>(nullptr, 2, sMesh + "Ambient > G");
node.Mesh.fAmbient.fB = ReadNumber<float>(nullptr, 2, sMesh + "Ambient > B");
ReadNumber(&node.Mesh.nTransparencyHint, 4, sMesh + "Transparency Hint");
ReadString(&node.Mesh.cTexture1, 32, 3, sMesh + "Bitmap 1");
ReadString(&node.Mesh.cTexture2, 32, 3, sMesh + "Bitmap 2");
ReadString(&node.Mesh.cTexture3, 12, 3, sMesh + "Texture 0");
ReadString(&node.Mesh.cTexture4, 12, 3, sMesh + "Texture 1");
ReadNumber(&node.Mesh.IndexCounterArray.nOffset, 6, sMesh + "Index Count Array > Offset");
ReadNumber(&node.Mesh.IndexCounterArray.nCount, 1, sMesh + "Index Count Array > Count 1");
ReadNumber(&node.Mesh.IndexCounterArray.nCount2, 1, sMesh + "Index Count Array > Count 2");
ReadNumber(&node.Mesh.IndexLocationArray.nOffset, 6, sMesh + "Index Loc Array > Offset");
ReadNumber(&node.Mesh.IndexLocationArray.nCount, 1, sMesh + "Index Loc Array > Count 1");
ReadNumber(&node.Mesh.IndexLocationArray.nCount2, 1, sMesh + "Index Loc Array > Count 2");
ReadNumber(&node.Mesh.MeshInvertedCounterArray.nOffset, 6, sMesh + "Inv Counter Array > Offset");
ReadNumber(&node.Mesh.MeshInvertedCounterArray.nCount, 1, sMesh + "Inv Counter Array > Count 1");
ReadNumber(&node.Mesh.MeshInvertedCounterArray.nCount2, 1, sMesh + "Inv Counter Array > Count 2");
ReadNumber(&node.Mesh.nUnknown3[0], 11, sMesh + "Unknown");
ReadNumber(&node.Mesh.nUnknown3[1], 8, sMesh + "Unknown");
ReadNumber(&node.Mesh.nUnknown3[2], 8, sMesh + "Unknown");
ReadNumber(&node.Mesh.nSaberUnknown1, 11, sMesh + "Unknown");
ReadNumber(&node.Mesh.nSaberUnknown2, 11, sMesh + "Unknown");
ReadNumber(&node.Mesh.nSaberUnknown3, 11, sMesh + "Unknown");
ReadNumber(&node.Mesh.nSaberUnknown4, 11, sMesh + "Unknown");
ReadNumber(&node.Mesh.nSaberUnknown5, 11, sMesh + "Unknown");
ReadNumber(&node.Mesh.nSaberUnknown6, 11, sMesh + "Unknown");
ReadNumber(&node.Mesh.nSaberUnknown7, 11, sMesh + "Unknown");
ReadNumber(&node.Mesh.nSaberUnknown8, 11, sMesh + "Unknown");
ReadNumber(&node.Mesh.nAnimateUV, 4, sMesh + "Animate UV");
node.Mesh.fUVDirectionX = ReadNumber<float>(nullptr, 2, sMesh + "UV Direction X");
node.Mesh.fUVDirectionY = ReadNumber<float>(nullptr, 2, sMesh + "UV Direction Y");
node.Mesh.fUVJitter = ReadNumber<float>(nullptr, 2, sMesh + "UV Jitter");
node.Mesh.fUVJitterSpeed = ReadNumber<float>(nullptr, 2, sMesh + "UV Jitter Speed");
ReadNumber(&node.Mesh.nMdxDataSize, 1, sMesh + "MDX Data Size");
ReadNumber(&node.Mesh.nMdxDataBitmap, 4, sMesh + "MDX Data Bitmap");
ReadNumber(node.Mesh.nOffsetToMdxVertex.GetPtr(), 6, sMesh + "Offset To MDX Verts");
ReadNumber(node.Mesh.nOffsetToMdxNormal.GetPtr(), 6, sMesh + "Offset To MDX Normals");
ReadNumber(node.Mesh.nOffsetToMdxColor.GetPtr(), 6, sMesh + "Offset To MDX Colors");
ReadNumber(node.Mesh.nOffsetToMdxUV1.GetPtr(), 6, sMesh + "Offset To MDX UVs 1");
ReadNumber(node.Mesh.nOffsetToMdxUV2.GetPtr(), 6, sMesh + "Offset To MDX UVs 2");
ReadNumber(node.Mesh.nOffsetToMdxUV3.GetPtr(), 6, sMesh + "Offset To MDX UVs 3");
ReadNumber(node.Mesh.nOffsetToMdxUV4.GetPtr(), 6, sMesh + "Offset To MDX UVs 4");
ReadNumber(node.Mesh.nOffsetToMdxTangent1.GetPtr(), 6, sMesh + "Offset To MDX Tangent Space 1");
ReadNumber(node.Mesh.nOffsetToMdxTangent2.GetPtr(), 6, sMesh + "Offset To MDX Tangent Space 2");
ReadNumber(node.Mesh.nOffsetToMdxTangent3.GetPtr(), 6, sMesh + "Offset To MDX Tangent Space 3");
ReadNumber(node.Mesh.nOffsetToMdxTangent4.GetPtr(), 6, sMesh + "Offset To MDX Tangent Space 4");
ReadNumber(&node.Mesh.nNumberOfVerts, 1, sMesh + "Vert Number");
ReadNumber(&node.Mesh.nTextureNumber, 1, sMesh + "Texure Number");
ReadNumber(&node.Mesh.nHasLightmap, 7, sMesh + "Has Lightmap");
ReadNumber(&node.Mesh.nRotateTexture, 7, sMesh + "Rotate Texture");
ReadNumber(&node.Mesh.nBackgroundGeometry, 7, sMesh + "Background Geometry");
ReadNumber(&node.Mesh.nShadow, 7, sMesh + "Shadow");
ReadNumber(&node.Mesh.nBeaming, 7, sMesh + "Beaming");
ReadNumber(&node.Mesh.nRender, 7, sMesh + "Render");
if(bK2) ReadNumber(&node.Mesh.nDirtEnabled, 7, sMesh + "Dirt Enabled");
if(bK2) ReadNumber(&node.Mesh.nPadding1, 11, sMesh + "Padding");
if(bK2) ReadNumber(&node.Mesh.nDirtTexture, 5, sMesh + "Dirt Texture");
if(bK2) ReadNumber(&node.Mesh.nDirtCoordSpace, 5, sMesh + "Dirt Coord Space");
if(bK2) ReadNumber(&node.Mesh.nHideInHolograms, 7, sMesh + "Hide In Holograms");
if(bK2) ReadNumber(&node.Mesh.nPadding2, 11, sMesh + "Padding");
ReadNumber(&node.Mesh.nPadding3, 11, sMesh + "Padding");
node.Mesh.fTotalArea = ReadNumber<float>(nullptr, 2, sMesh + "Total Area");
ReadNumber(&node.Mesh.nPadding, 8, sMesh + "Padding");
ReadNumber(&node.Mesh.nOffsetIntoMdx, 6, sMesh + "Offset Into MDX");
if(!bXbox) ReadNumber(&node.Mesh.nOffsetToVertArray, 6, sMesh + "Offset To Vert Array");
MarkDataBorder(nPosition - 1);
}
catch(const std::exception & e){
throw mdlexception("In " + GetNodeName(node) + ", reading trimesh header: " + e.what());
}
if(node.Mesh.IndexCounterArray.nCount > 0){
//I am assuming here that the pointer can only ever be a single one
nPosData = MDL_OFFSET + node.Mesh.IndexCounterArray.nOffset;
ReadNumber(&node.Mesh.nVertIndicesCount, 1, sMesh + "Vert Indices Count", &nPosData);
MarkDataBorder(nPosData - 1);
}
else node.Mesh.nVertIndicesCount = 0;
if(node.Mesh.IndexLocationArray.nCount > 0){
//I am assuming here that the pointer can only ever be a single one
nPosData = MDL_OFFSET + node.Mesh.IndexLocationArray.nOffset;
ReadNumber(&node.Mesh.nVertIndicesLocation, 6, sMesh + "Vert Indices Loc", &nPosData);
MarkDataBorder(nPosData - 1);
}
else node.Mesh.nVertIndicesLocation = 0;
if(node.Mesh.MeshInvertedCounterArray.nCount > 0){
//I am assuming here that the pointer can only ever be a single one
nPosData = MDL_OFFSET + node.Mesh.MeshInvertedCounterArray.nOffset;
ReadNumber(node.Mesh.nMeshInvertedCounter.GetPtr(), 4, sMesh + "Inverted Counter", &nPosData);
MarkDataBorder(nPosData - 1);
}
else node.Mesh.nMeshInvertedCounter = 0;
if(node.Mesh.FaceArray.nCount > 0){
node.Mesh.Faces.resize(node.Mesh.FaceArray.nCount);
if(node.Mesh.IndexLocationArray.nCount > 0) node.Mesh.VertIndices.resize(node.Mesh.FaceArray.nCount);
nPosData = MDL_OFFSET + node.Mesh.FaceArray.nOffset;
unsigned int nPosData2;
if(node.Mesh.IndexLocationArray.nCount > 0) nPosData2 = MDL_OFFSET + node.Mesh.nVertIndicesLocation;
for(int n = 0; n < node.Mesh.FaceArray.nCount; n++){
node.Mesh.Faces.at(n).nNameIndex = node.Head.nNameIndex;
/// Setting up the pointer to the data
node.Mesh.Faces.at(n).dataRegions.emplace_back("MDL", nPosData, 32);
node.Mesh.Faces[n].vNormal.fX = ReadNumber<float>(nullptr, 2, sMesh + "Face " + std::to_string(n) + " > Normal > X", &nPosData);
node.Mesh.Faces[n].vNormal.fY = ReadNumber<float>(nullptr, 2, sMesh + "Face " + std::to_string(n) + " > Normal > Y", &nPosData);
node.Mesh.Faces[n].vNormal.fZ = ReadNumber<float>(nullptr, 2, sMesh + "Face " + std::to_string(n) + " > Normal > Z", &nPosData);
node.Mesh.Faces[n].fDistance = ReadNumber<float>(nullptr, 2, sMesh + "Face " + std::to_string(n) + " > Plane Distance", &nPosData);
ReadNumber(&node.Mesh.Faces[n].nMaterialID, 4, sMesh + "Face " + std::to_string(n) + " > Material ID", &nPosData);
//if(!bBinaryPostProcess) node.Mesh.Faces.at(n).nSmoothingGroup = node.Mesh.Faces[n].nMaterialID;
ReadNumber(node.Mesh.Faces[n].nAdjacentFaces[0].GetPtr(), 5, sMesh + "Face " + std::to_string(n) + " > Adjacent Face 0", &nPosData);
ReadNumber(node.Mesh.Faces[n].nAdjacentFaces[1].GetPtr(), 5, sMesh + "Face " + std::to_string(n) + " > Adjacent Face 1", &nPosData);
ReadNumber(node.Mesh.Faces[n].nAdjacentFaces[2].GetPtr(), 5, sMesh + "Face " + std::to_string(n) + " > Adjacent Face 2", &nPosData);
ReadNumber(node.Mesh.Faces[n].nIndexVertex[0].GetPtr(), 5, sMesh + "Face " + std::to_string(n) + " > Vert Index 0", &nPosData);
ReadNumber(node.Mesh.Faces[n].nIndexVertex[1].GetPtr(), 5, sMesh + "Face " + std::to_string(n) + " > Vert Index 1", &nPosData);
ReadNumber(node.Mesh.Faces[n].nIndexVertex[2].GetPtr(), 5, sMesh + "Face " + std::to_string(n) + " > Vert Index 2", &nPosData);
MarkDataBorder(nPosData - 1);
if(node.Mesh.IndexLocationArray.nCount > 0){
//std::cout << string_format("Reading VertIndices for face %i of %i, at position %i.\n", n, node.Mesh.FaceArray.nCount, nPosData2);
ReadNumber(&node.Mesh.VertIndices[n].at(0), 5, sMesh + "Face " + std::to_string(n) + " > Vert Index 0", &nPosData2);
ReadNumber(&node.Mesh.VertIndices[n].at(1), 5, sMesh + "Face " + std::to_string(n) + " > Vert Index 1", &nPosData2);
ReadNumber(&node.Mesh.VertIndices[n].at(2), 5, sMesh + "Face " + std::to_string(n) + " > Vert Index 2", &nPosData2);
MarkDataBorder(nPosData2 - 1);
}
}
if(bReadSmoothing){
for(int n = 0; n < node.Mesh.FaceArray.nCount; n++){
ReadNumber(&node.Mesh.Faces.at(n).nSmoothingGroup, 4, sMesh + "Face " + std::to_string(n) + "Smoothing Groups", &nPosData);
MarkDataBorder(nPosData - 1);
}
}
}
}
if(node.Head.nType & NODE_DANGLY){
std::string sDangly = sNode + "Dangly > ";
ReadNumber(&node.Dangly.ConstraintArray.nOffset, 6, sDangly + "Constraint Array > Offset");
ReadNumber(&node.Dangly.ConstraintArray.nCount, 1, sDangly + "Constraint Array > Count 1");
ReadNumber(&node.Dangly.ConstraintArray.nCount2, 1, sDangly + "Constraint Array > Count 2");
node.Dangly.fDisplacement = ReadNumber<float>(nullptr, 2, sDangly + "Displacement");
node.Dangly.fTightness = ReadNumber<float>(nullptr, 2, sDangly + "Tightness");
node.Dangly.fPeriod = ReadNumber<float>(nullptr, 2, sDangly + "Period");
ReadNumber(&node.Dangly.nOffsetToData2, 6, sDangly + "Offset To Vert Data");
MarkDataBorder(nPosition - 1);
if(node.Dangly.ConstraintArray.nCount > 0){
node.Dangly.v_dataRegions.resize(node.Dangly.ConstraintArray.nCount);
node.Dangly.Constraints.resize(node.Dangly.ConstraintArray.nCount);
node.Dangly.Data2.resize(node.Dangly.ConstraintArray.nCount);
nPosData = MDL_OFFSET + node.Dangly.ConstraintArray.nOffset;
unsigned int nPosData2 = MDL_OFFSET + node.Dangly.nOffsetToData2;
for(int n = 0; n < node.Dangly.ConstraintArray.nCount; n++){
/// Setting up the pointer to the data
node.Dangly.v_dataRegions.at(n).emplace_back("MDL", nPosData, 4);
node.Dangly.v_dataRegions.at(n).emplace_back("MDL", nPosData2, 12);
node.Dangly.Constraints.at(n) = ReadNumber<float>(nullptr, 2, sDangly + "Constraint " + std::to_string(n), &nPosData);
MarkDataBorder(nPosData - 1);
node.Dangly.Data2.at(n).fX = ReadNumber<float>(nullptr, 2, sDangly + "Vertex " + std::to_string(n) + " > X", &nPosData2);
node.Dangly.Data2.at(n).fY = ReadNumber<float>(nullptr, 2, sDangly + "Vertex " + std::to_string(n) + " > Y", &nPosData2);
node.Dangly.Data2.at(n).fZ = ReadNumber<float>(nullptr, 2, sDangly + "Vertex " + std::to_string(n) + " > Z", &nPosData2);
MarkDataBorder(nPosData2 - 1);
}
}
}
if(node.Head.nType & NODE_SKIN){
std::string sSkin = sNode + "Skin > ";
ReadNumber(&node.Skin.UnknownArray.nOffset, 8, sSkin + "Unknown Array > Offset");
ReadNumber(&node.Skin.UnknownArray.nCount, 8, sSkin + "Unknown Array > Count 1");
ReadNumber(&node.Skin.UnknownArray.nCount2, 8, sSkin + "Unknown Array > Count 2");
ReadNumber(&node.Skin.nOffsetToMdxWeightValues, 6, sSkin + "Offset To MDX Weights");
ReadNumber(&node.Skin.nOffsetToMdxBoneIndices, 6, sSkin + "Offset To MDX Indices");
ReadNumber(&node.Skin.nOffsetToBonemap, 6, sSkin + "Bonemap Offset");
ReadNumber(&node.Skin.nNumberOfBonemap, 1, sSkin + "Bonemap Count");
ReadNumber(&node.Skin.QBoneArray.nOffset, 6, sSkin + "QBone Array > Offset");
ReadNumber(&node.Skin.QBoneArray.nCount, 1, sSkin + "QBone Array > Count 1");
ReadNumber(&node.Skin.QBoneArray.nCount2, 1, sSkin + "QBone Array > Count 2");
ReadNumber(&node.Skin.TBoneArray.nOffset, 6, sSkin + "TBone Array > Offset");
ReadNumber(&node.Skin.TBoneArray.nCount, 1, sSkin + "TBone Array > Count 1");
ReadNumber(&node.Skin.TBoneArray.nCount2, 1, sSkin + "TBone Array > Count 2");
ReadNumber(&node.Skin.Array8Array.nOffset, 6, sSkin + "Garbage Array > Offset");
ReadNumber(&node.Skin.Array8Array.nCount, 1, sSkin + "Garbage Array > Count 1");
ReadNumber(&node.Skin.Array8Array.nCount2, 1, sSkin + "Garbage Array > Count 2");
for(int n = 0; n < 16; n++){
ReadNumber(&node.Skin.nBoneIndices[n], 5, sSkin + "Bone Index " + std::to_string(n));
}
ReadNumber(&node.Skin.nPadding1, 11, sSkin + "Padding");
ReadNumber(&node.Skin.nPadding2, 11, sSkin + "Padding");
MarkDataBorder(nPosition - 1);
if(node.Skin.nNumberOfBonemap != node.Skin.QBoneArray.nCount ||
node.Skin.nNumberOfBonemap != node.Skin.TBoneArray.nCount ||
node.Skin.nNumberOfBonemap != node.Skin.Array8Array.nCount){
Error("Unexpected Error! The bone numbers do not match up for " + GetNodeName(node) + "! Will try to load the data anyway. ");
}
if(node.Skin.nNumberOfBonemap > 0){
node.Skin.Bones.resize(node.Skin.nNumberOfBonemap);
node.Skin.BoneNameIndices.resize(node.Mesh.nNumberOfVerts);
nPosData = MDL_OFFSET + node.Skin.nOffsetToBonemap;
unsigned int nPosData2 = MDL_OFFSET + node.Skin.QBoneArray.nOffset;
unsigned int nPosData3 = MDL_OFFSET + node.Skin.TBoneArray.nOffset;
unsigned int nPosData4 = MDL_OFFSET + node.Skin.Array8Array.nOffset;
for(int n = 0; n < node.Skin.nNumberOfBonemap; n++){
if(bXbox){
/// Setting up the pointer to the data
node.Skin.Bones[n].dataRegions.emplace_back("MDL", nPosData, 2);
ReadNumber(&node.Skin.Bones[n].nBonemap, 5, sSkin + "Bonemap " + std::to_string(n), &nPosData);
}
else{
/// Setting up the pointer to the data
node.Skin.Bones[n].dataRegions.emplace_back("MDL", nPosData, 4);
node.Skin.Bones[n].nBonemap = (unsigned short) ReadNumber<float>(nullptr, 2, sSkin + "Bonemap " + std::to_string(n), &nPosData);
}
MarkDataBorder(nPosData - 1);
/// Setting up the pointer to the data
node.Skin.Bones[n].dataRegions.emplace_back("MDL", nPosData2, 16);
double fQW = ReadNumber<float>(nullptr, 2, sSkin + "QBone " + std::to_string(n) + " > W", &nPosData2);
double fQX = ReadNumber<float>(nullptr, 2, sSkin + "QBone " + std::to_string(n) + " > X", &nPosData2);
double fQY = ReadNumber<float>(nullptr, 2, sSkin + "QBone " + std::to_string(n) + " > Y", &nPosData2);
double fQZ = ReadNumber<float>(nullptr, 2, sSkin + "QBone " + std::to_string(n) + " > Z", &nPosData2);
MarkDataBorder(nPosData2 - 1);
node.Skin.Bones[n].QBone.SetQuaternion(fQX, fQY, fQZ, fQW);
/// Setting up the pointer to the data
node.Skin.Bones[n].dataRegions.emplace_back("MDL", nPosData3, 12);
node.Skin.Bones[n].TBone.fX = ReadNumber<float>(nullptr, 2, sSkin + "TBone " + std::to_string(n) + " > X", &nPosData3);
node.Skin.Bones[n].TBone.fY = ReadNumber<float>(nullptr, 2, sSkin + "TBone " + std::to_string(n) + " > Y", &nPosData3);
node.Skin.Bones[n].TBone.fZ = ReadNumber<float>(nullptr, 2, sSkin + "TBone " + std::to_string(n) + " > Z", &nPosData3);
MarkDataBorder(nPosData3 - 1);
/// Setting up the pointer to the data
node.Skin.Bones[n].dataRegions.emplace_back("MDL", nPosData4, 4);
ReadNumber(&node.Skin.Bones[n].nPadding, 11, sSkin + "Garbage " + std::to_string(n), &nPosData4);
if(n + 1 >= node.Skin.nNumberOfBonemap) MarkDataBorder(nPosData4 - 1);
}
}
}
///Need to do this later so that the Skin data is already read
if(node.Head.nType & NODE_MESH){
std::string sMdx = GetNodeName(node) + " > ";
std::string sMesh = sNode + "Mesh > ";
if(node.Mesh.nNumberOfVerts > 0){
//ReportMdl << "Node " << node.Head.nNameIndex << ": \n";
node.Mesh.Vertices.resize(node.Mesh.nNumberOfVerts);
nPosData = MDL_OFFSET + node.Mesh.nOffsetToVertArray;
unsigned int nPosData2 = node.Mesh.nOffsetIntoMdx;
if(nPosData2 > 0 && Mdx) Mdx->MarkDataBorder(nPosData2 - 1);
unsigned nMaxDataStructs = 0;
for(int n = 0; n < node.Mesh.nNumberOfVerts; n++){
nMaxDataStructs++;
if(!bXbox){
/// Setting up the pointer to the data
node.Mesh.Vertices[n].dataRegions.emplace_back("MDL", nPosData, 12);
node.Mesh.Vertices[n].nOffset = nPosData;
node.Mesh.Vertices[n].fX = ReadNumber<float>(nullptr, 2, sMesh + "Vertex " + std::to_string(n) + " > X", &nPosData);
node.Mesh.Vertices[n].fY = ReadNumber<float>(nullptr, 2, sMesh + "Vertex " + std::to_string(n) + " > Y", &nPosData);
node.Mesh.Vertices[n].fZ = ReadNumber<float>(nullptr, 2, sMesh + "Vertex " + std::to_string(n) + " > Z", &nPosData);
MarkDataBorder(nPosData - 1);
node.Mesh.Vertices[n].vFromRoot = node.Mesh.Vertices[n];
node.Mesh.Vertices[n].vFromRoot.Rotate(node.Head.qFromRoot);
node.Mesh.Vertices[n].vFromRoot += node.Head.vFromRoot;
}
node.Mesh.Vertices[n].MDXData.nNameIndex = node.Head.nNameIndex;
if(node.Mesh.nMdxDataSize > 0 && Mdx){
try{