thunderbrew/src/model/M2Data.hpp
2023-01-05 20:58:16 -06:00

410 lines
9.8 KiB
C++

#ifndef MODEL_M2_DATA_HPP
#define MODEL_M2_DATA_HPP
#include "gx/Buffer.hpp"
#include "math/Types.hpp"
#include <cstdint>
#include <tempest/Box.hpp>
#include <tempest/Vector.hpp>
/*
M2Array has been modified from the implementation present in 12340. The
implementation present in 12340 looks like this:
template<class T>
struct M2Array {
uint32_t count;
union {
T* data;
uint32_t offset;
}
};
On a 32-bit system, sizeof(M2Array) == 8 bytes in memory: 4 bytes for the
count, and 4 bytes for the union. This lines up with M2Array in the .m2
files: each M2Array is 8 bytes.
In 12340 (and until 64-bit support was introduced), the M2Init functions
simply adjust the M2Array when loading:
m2Data->someM2Array.offset =
(uint32_t)m2Data + m2Data->someM2Array.offset;
This ensures T* data points to the appropriate (absolute) location in
memory.
Unfortunately, this approach fails on 64-bit systems. On a 64-bit system,
M2Array would occupy 12 bytes in memory: 4 bytes for the count, and 8 bytes
for the union. This would make the approach outlined above fail.
As a result, on 64-bit systems, a different approach is used: M2Arrays are
assumed (reasonably so) to only exist within the same structure that their
on-disk offsets reference. Thus, M2Init adjusts the M2Array when loading:
uintptr_t absoluteOffset =
(uintptr_t)m2Data + m2Data->someM2Array.offset;
uintptr_t relativeOffset =
absoluteOffset - (uintptr_t)&m2Data->someM2Array;
m2Data->someM2Array.offset =
(uint32_t)relativeOffset;
By storing the relative offset, access to the data is possible by adding
the relative offset to the address of the M2Array:
uintptr_t absoluteOffset =
(uintptr_t)m2Data->someM2Array + m2Data->someM2Array.offset;
T* data = (T*)absoluteOffset;
*/
template<class T>
struct M2Array {
uint32_t count;
uint32_t offset;
T& operator[](uint32_t i);
T& operator[](uint32_t i) const;
uint32_t Count();
uint32_t Count() const;
T* Data();
};
template<class T>
T& M2Array<T>::operator[](uint32_t i) {
T* data = reinterpret_cast<T*>(reinterpret_cast<uintptr_t>(this) + this->offset);
return data[i];
}
template<class T>
T& M2Array<T>::operator[](uint32_t i) const {
T* data = reinterpret_cast<T*>(reinterpret_cast<uintptr_t>(this) + this->offset);
return data[i];
}
template<class T>
uint32_t M2Array<T>::Count() {
return this->count;
}
template<class T>
uint32_t M2Array<T>::Count() const {
return this->count;
}
template<class T>
T* M2Array<T>::Data() {
T* data = reinterpret_cast<T*>(reinterpret_cast<uintptr_t>(this) + this->offset);
return data;
}
template<class T>
struct M2SequenceKeys {
M2Array<T> keys;
};
struct M2SequenceTimes {
M2Array<uint32_t> times;
};
struct M2TrackBase {
uint16_t trackType;
uint16_t loopIndex;
M2Array<M2SequenceTimes> sequenceTimes;
};
template<class T>
class M2Track : public M2TrackBase {
public:
M2Array<M2SequenceKeys<T>> sequenceKeys;
};
struct M2Attachment {
uint32_t attachmentId;
uint16_t boneIndex;
C3Vector position;
M2Track<uint8_t> visibilityTrack;
};
struct M2Batch {
uint8_t flags;
int8_t priorityPlane;
uint16_t shader;
uint16_t skinSectionIndex;
uint16_t geosetIndex;
uint16_t colorIndex;
uint16_t materialIndex;
uint16_t materialLayer;
uint16_t textureCount;
uint16_t textureComboIndex;
uint16_t textureCoordComboIndex;
uint16_t textureWeightComboIndex;
uint16_t textureTransformComboIndex;
};
struct M2Bounds {
CAaBox extent;
float radius;
};
template<class T>
struct M2SplineKey {
T value;
T inTan;
T outTan;
};
struct M2Camera {
uint32_t cameraId;
float fieldOfView;
float farClip;
float nearClip;
M2Track<M2SplineKey<C3Vector>> positionTrack;
C3Vector positionPivot;
M2Track<M2SplineKey<C3Vector>> targetTrack;
C3Vector targetPivot;
M2Track<M2SplineKey<float>> rollTrack;
};
struct M2Color {
M2Track<C3Vector> colorTrack;
M2Track<fixed16> alphaTrack;
};
struct M2CompQuat {
uint32_t auCompQ[2];
};
struct M2CompBone {
uint32_t boneId;
uint32_t flags;
uint16_t parentIndex;
uint16_t uDistToParent;
union {
struct {
uint16_t uDistToFurthDesc;
uint16_t uZRatioOfChain;
} CompressData;
uint32_t boneNameCRC;
};
M2Track<C3Vector> translationTrack;
M2Track<M2CompQuat> rotationTrack;
M2Track<C3Vector> scaleTrack;
C3Vector pivot;
};
struct M2Event {
uint32_t eventId;
uint32_t data;
uint16_t boneIndex;
C3Vector position;
M2TrackBase eventTrack;
};
struct M2Light {
uint16_t lightType;
uint16_t boneIndex;
C3Vector position;
M2Track<C3Vector> ambientColorTrack;
M2Track<float> ambientIntensityTrack;
M2Track<C3Vector> diffuseColorTrack;
M2Track<float> diffuseIntensityTrack;
M2Track<float> attenuationStartTrack;
M2Track<float> attenuationEndTrack;
M2Track<uint8_t> visibilityTrack;
};
struct M2Loop {
uint32_t length;
};
struct M2Material {
uint16_t flags;
uint16_t blendMode;
};
template<class T>
struct M2PartTrack {
M2Array<fixed16> times;
M2Array<T> values;
};
struct M2Particle {
uint32_t particleId;
uint32_t flags;
C3Vector position;
uint16_t boneIndex;
uint16_t textureIndex;
M2Array<char> geometryMdl;
M2Array<char> recursionMdl;
uint8_t blendMode;
uint8_t emitterType;
uint16_t colorIndex;
uint16_t pad;
int16_t priorityPlane;
uint16_t rows;
uint16_t cols;
M2Track<float> speedTrack;
M2Track<float> variationTrack;
M2Track<float> latitudeTrack;
M2Track<float> longitudeTrack;
M2Track<float> gravityTrack;
M2Track<float> lifeTrack;
float lifeVariation;
M2Track<float> emissionRateTrack;
float emissionRateVariation;
M2Track<float> widthTrack;
M2Track<float> lengthTrack;
M2Track<float> zsourceTrack;
M2PartTrack<C3Vector> colorTrack;
M2PartTrack<fixed16> alphaTrack;
M2PartTrack<C2Vector> scaleTrack;
C2Vector scaleVariation;
M2PartTrack<uint16_t> headCellTrack;
M2PartTrack<uint16_t> tailCellTrack;
float tailLength;
float twinkleFPS;
float twinkleOnOff;
CRange twinkleScale;
float ivelScale;
float drag;
float initialSpin;
float initialSpinVariation;
float spin;
float spinVariation;
CAaBox tumble;
C3Vector windVector;
float windTime;
float followSpeed1;
float followScale1;
float followSpeed2;
float followScale2;
M2Array<C3Vector> spline;
M2Track<uint8_t> visibilityTrack;
};
struct M2Ribbon {
uint32_t ribbonId;
uint16_t boneIndex;
C3Vector position;
M2Array<uint16_t> textureIndices;
M2Array<uint16_t> materialIndices;
M2Track<C3Vector> colorTrack;
M2Track<fixed16> alphaTrack;
M2Track<float> heightAboveTrack;
M2Track<float> heightBelowTrack;
float edgesPerSecond;
float edgeLifetime;
float gravity;
uint16_t textureRows;
uint16_t textureCols;
M2Track<uint16_t> textureSlotTrack;
M2Track<uint8_t> visibilityTrack;
int16_t priorityPlane;
uint16_t pad;
};
struct M2Sequence {
uint16_t id;
uint16_t variationIndex;
uint32_t duration;
float movespeed;
uint32_t flags;
uint32_t frequency;
CiRange replay;
uint32_t blendtime;
M2Bounds bounds;
uint16_t variationNext;
uint16_t aliasNext;
};
struct M2SkinSection {
uint32_t skinSectionId;
uint16_t vertexStart;
uint16_t vertexCount;
uint16_t indexStart;
uint16_t indexCount;
uint16_t boneCount;
uint16_t boneComboIndex;
uint16_t boneInfluences;
uint16_t centerBoneIndex;
C3Vector centerPosition;
C3Vector sortCenterPosition;
float sortRadius;
};
struct M2Texture {
uint32_t textureId;
uint16_t flags;
M2Array<char> filename;
};
struct M2TextureTransform {
M2Track<C3Vector> translationTrack;
M2Track<M2CompQuat> rotationTrack;
M2Track<C3Vector> scaleTrack;
};
struct M2TextureWeight {
M2Track<fixed16> weightTrack;
};
struct M2Vertex {
C3Vector position;
ubyte4 weights;
ubyte4 indices;
C3Vector normal;
C2Vector texcoord[2];
};
// .m2 files
struct M2Data {
uint32_t MD20;
uint32_t version;
M2Array<char> name;
uint32_t flags;
M2Array<M2Loop> loops;
M2Array<M2Sequence> sequences;
M2Array<uint16_t> sequenceIdxHashById;
M2Array<M2CompBone> bones;
M2Array<uint16_t> boneIndicesById;
M2Array<M2Vertex> vertices;
uint32_t numSkinProfiles;
M2Array<M2Color> colors;
M2Array<M2Texture> textures;
M2Array<M2TextureWeight> textureWeights;
M2Array<M2TextureTransform> textureTransforms;
M2Array<uint16_t> textureIndicesById;
M2Array<M2Material> materials;
M2Array<uint16_t> boneCombos;
M2Array<uint16_t> textureCombos;
M2Array<uint16_t> textureCoordCombos;
M2Array<uint16_t> textureWeightCombos;
M2Array<uint16_t> textureTransformCombos;
M2Bounds bounds;
M2Bounds collisionBounds;
M2Array<uint16_t> collisionIndices;
M2Array<C3Vector> collisionPositions;
M2Array<C3Vector> collisionFaceNormals;
M2Array<M2Attachment> attachments;
M2Array<uint16_t> attachmentIndicesById;
M2Array<M2Event> events;
M2Array<M2Light> lights;
M2Array<M2Camera> cameras;
M2Array<uint16_t> cameraIndicesById;
M2Array<M2Ribbon> ribbons;
M2Array<M2Particle> particles;
M2Array<uint16_t> textureCombinerCombos;
};
// .skin files
struct M2SkinProfile {
uint32_t magic;
M2Array<uint16_t> vertices;
M2Array<uint16_t> indices;
M2Array<ubyte4> bones;
M2Array<M2SkinSection> skinSections;
M2Array<M2Batch> batches;
uint32_t boneCountMax;
};
#endif