whoa/src/model/CM2Model.cpp
2025-11-03 16:24:01 -06:00

2093 lines
61 KiB
C++

#include "model/CM2Model.hpp"
#include "async/AsyncFileRead.hpp"
#include "math/Types.hpp"
#include "model/CM2Scene.hpp"
#include "model/CM2Shared.hpp"
#include "model/M2Animate.hpp"
#include "model/M2Data.hpp"
#include "model/M2Internal.hpp"
#include "model/M2Model.hpp"
#include <common/DataMgr.hpp>
#include <common/ObjectAlloc.hpp>
#include <tempest/Math.hpp>
#include <cmath>
#include <new>
// Alignment helpers
#define ALIGN(addr, type) ((addr + alignof(type) - 1) & ~(alignof(type) - 1))
#define ALIGN_PAD(addr, type) (ALIGN(addr, type) - addr)
#define ALIGN_SIZE(addr, type, count) ALIGN(addr + sizeof(type) * count, type) - addr
#define ALIGN_BUFFER(current, start, type) (current + ALIGN_PAD((ptrdiff_t)((char*)current - (char*)start), type))
uint32_t CM2Model::s_loadingSequence = 0xFFFFFFFF;
uint8_t* CM2Model::s_sequenceBase;
uint32_t CM2Model::s_sequenceBaseSize;
uint32_t CM2Model::s_skinProfileBoneCountMax[] = { 256, 64, 53, 21 };
CM2Model* CM2Model::AllocModel(uint32_t* heapId) {
uint32_t memHandle;
void* mem = nullptr;
if (ObjectAlloc(*heapId, &memHandle, &mem, false)) {
auto model = new (mem) CM2Model();
model->m_memHandle = memHandle;
return model;
}
return nullptr;
}
bool CM2Model::Sub825E00(M2Data* data, uint32_t a2) {
if (data->sequenceIdxHashById.Count() == 0) {
for (int32_t i = 0; i < data->sequences.Count(); i++) {
auto& sequence = data->sequences[i];
if (sequence.id == a2) {
return i < data->sequences.Count();
}
}
return data->sequences.Count() > 0xFFFF;
}
uint32_t v8 = a2 % data->sequenceIdxHashById.Count();
uint16_t v5 = data->sequenceIdxHashById[v8];
if (v5 == 0xFFFF) {
return data->sequences.Count() > 0xFFFF;
}
if (data->sequences[v5].id == a2) {
return v5 < data->sequences.Count();
}
int32_t v10 = 1;
while (1) {
v8 = (v8 + v10 * v10) % data->sequenceIdxHashById.Count();
v5 = data->sequenceIdxHashById[v8];
if (v5 == 0xFFFF) {
return data->sequences.Count() > 0xFFFF;
}
++v10;
if (data->sequences[v5].id == a2) {
return v5 < data->sequences.Count();
}
}
}
uint16_t CM2Model::Sub8260C0(M2Data* data, uint32_t sequenceId, int32_t a3) {
// TODO
return -1;
}
CM2Model::~CM2Model() {
// TODO
// Unlink from lists
this->UnlinkFromCallbackList();
this->UnlinkFromAnimateList();
this->UnlinkFromDrawList();
// TODO
this->DetachFromScene();
if (this->m_shared) {
// TODO
this->FreeInternalResources();
this->m_shared->Release();
this->m_shared = nullptr;
}
// TODO
this->UnlinkFromAttachList();
// TODO
this->m_attachParent = nullptr;
this->m_currentLighting = nullptr;
}
void CM2Model::AddRef() {
this->m_refCount++;
}
void CM2Model::Animate() {
// TODO
}
void CM2Model::AnimateAttachmentsMT() {
// Animate attachment visibility
for (int32_t i = 0; i < this->m_shared->m_data->attachments.Count(); i++) {
auto& attachment = this->m_shared->m_data->attachments[i];
auto& modelAttachment = this->m_attachments[i];
auto& modelBone = this->m_bones[attachment.boneIndex];
if (
attachment.visibilityTrack.sequenceTimes.Count() > 1
|| (attachment.visibilityTrack.sequenceTimes.Count() == 1 && attachment.visibilityTrack.sequenceTimes[0].times.Count() > this->uint90)
) {
uint8_t defaultValue = 1;
M2AnimateTrack<uint8_t, uint8_t>(this, &modelBone, attachment.visibilityTrack, modelAttachment.visibilityTrack, defaultValue);
}
}
// Animate attached models
for (auto model = this->m_attachList; model; model = model->m_attachNext) {
C44Matrix view;
if (model->m_attachIndex == 0xFFFF) {
if (!model->m_flag40000) {
continue;
}
view = this->m_boneMatrices[0];
} else {
auto& attachment = this->m_shared->m_data->attachments[model->m_attachIndex];
auto& modelAttachment = this->m_attachments[model->m_attachIndex];
// Attachment not currently visible
if (!modelAttachment.visibilityTrack.currentValue) {
continue;
}
view = this->m_boneMatrices[attachment.boneIndex];
view.Translate(attachment.position);
}
if (model->m_flag1000) {
model->AnimateMTSimple(&view, this->m_currentDiffuse, this->m_currentEmissive, this->float198, this->alpha19C);
} else {
model->AnimateMT(&view, this->m_currentDiffuse, this->m_currentEmissive, this->float198, this->alpha19C);
}
}
}
void CM2Model::AnimateCamerasST() {
for (int32_t i = 0; i < this->m_shared->m_data->cameras.Count(); i++) {
auto& camera = this->m_shared->m_data->cameras[i];
auto& modelCamera = this->m_cameras[i];
C3Vector v56 = modelCamera.positionTrack.currentValue + camera.positionPivot;
C3Vector cameraPos = (v56 * this->matrixF4) * this->m_scene->m_viewInv;
DataMgrSetCoord(modelCamera.m_camera, 7, cameraPos, 0x0);
C3Vector v57 = modelCamera.targetTrack.currentValue + camera.targetPivot;
C3Vector targetPos = (v57 * this->matrixF4) * this->m_scene->m_viewInv;
DataMgrSetCoord(modelCamera.m_camera, 8, targetPos, 0x0);
DataMgrSetFloat(modelCamera.m_camera, 5, modelCamera.rollTrack.currentValue);
}
}
void CM2Model::AnimateMT(const C44Matrix* view, const C3Vector& a3, const C3Vector& a4, float a5, float a6) {
if (!this->m_loaded /* TODO other conditionals */) {
return;
}
// Handle attachment visibility
if (this->m_attachParent) {
this->m_flag8 = this->m_attachParent->m_flag8 && this->m_flag80;
this->m_flag10000 = this->m_attachParent->m_flag10000 && this->m_flag20000;
// TODO dword174
}
// TODO
for (int32_t i = 0; i < this->m_shared->m_data->loops.Count(); i++) {
auto loopLength = this->m_shared->m_data->loops[i].length;
this->m_loops[i] = loopLength ? (this->m_scene->m_time - this->uint74) % loopLength : 0;
}
this->matrixF4 = this->matrixB4 * *view;
this->float88 = !this->m_attachParent || this->m_attachParent->m_flags & 0x1
? this->matrixF4.d2 * this->matrixF4.d2 + this->matrixF4.d1 * this->matrixF4.d1 + this->matrixF4.d0 * this->matrixF4.d0
: this->m_attachParent->float88;
C44Matrix v237;
C44Matrix v224;
C3Vector v236;
// TODO
uint32_t elapsedTime = 0;
if (this->m_time && this->m_scene->m_time) {
elapsedTime = this->m_scene->m_time - this->m_time;
this->m_time = this->m_scene->m_time;
}
for (int32_t i = 0; i < this->m_shared->m_data->bones.Count(); i++) {
auto& bone = this->m_shared->m_data->bones[i];
auto& modelBone = this->m_bones[i];
if (modelBone.sequence.uint8 == 0xFFFF) {
if (bone.parentIndex >= this->m_shared->m_data->bones.Count()) {
if (i != 0) {
modelBone.sequence.uint0 = this->m_bones[0].sequence.uint0;
modelBone.sequence.uint4 = this->m_bones[0].sequence.uint4;
modelBone.sequence.uint6 = this->m_bones[0].sequence.uint6;
}
} else {
modelBone.sequence.uint0 = this->m_bones[bone.parentIndex].sequence.uint0;
modelBone.sequence.uint4 = this->m_bones[bone.parentIndex].sequence.uint4;
modelBone.sequence.uint6 = this->m_bones[bone.parentIndex].sequence.uint6;
}
} else {
if (this->m_time) {
modelBone.sequence.uintC += elapsedTime;
modelBone.sequence.uint10 += elapsedTime;
}
auto v45 = this->m_scene->m_time;
auto& v46 = this->m_shared->m_data->sequences[modelBone.sequence.uint8];
uint32_t v47 = 0;
if (v46.flags & 0x1) {
if (modelBone.sequence.uint10 - v45 <= 0) {
auto v234 = modelBone.sequence.uint10 - modelBone.sequence.uintC;
auto v235 = CMath::fuint(v234 * modelBone.sequence.float14);
v47 = modelBone.sequence.uint1C + v235;
v47 = std::min(v47, v46.duration);
} else {
if (modelBone.sequence.uintC - v45 > 0) {
v45 = modelBone.sequence.uintC;
}
if (v46.duration) {
auto v234 = v45 - modelBone.sequence.uintC;
auto v235 = CMath::fuint(v234 * modelBone.sequence.float14);
v47 = (modelBone.sequence.uint1C + v235) % v46.duration;
}
}
} else {
if (v46.duration) {
auto v234 = v45 - modelBone.sequence.uintC;
auto v235 = CMath::fuint(v234 * modelBone.sequence.float14);
v47 = (modelBone.sequence.uint1C + v235) % v46.duration;
}
}
modelBone.sequence.uint0 = v47;
modelBone.sequence.uint4 = modelBone.sequence.uint8;
modelBone.sequence.uint6 = i;
}
// TODO
uint32_t boneFlags = bone.flags | modelBone.flags;
C44Matrix* boneParentMatrix;
if (bone.parentIndex == 0xFFFF) {
boneParentMatrix = &this->matrixF4;
} else {
boneParentMatrix = &this->m_boneMatrices[bone.parentIndex];
if (boneFlags & (0x1 | 0x2 | 0x4)) {
// TODO
}
}
if (boneFlags & (0x80 | 0x200)) {
C44Matrix boneLocalMatrix;
if (bone.rotationTrack.sequenceTimes.Count()) {
auto& rotationTrack = bone.rotationTrack;
if (
rotationTrack.sequenceTimes.Count() > 1
|| (rotationTrack.sequenceTimes.Count() == 1 && rotationTrack.sequenceTimes[0].times.Count() > this->uint90)
) {
C4Quaternion defaultValue = { 0.0f, 0.0f, 0.0f, 1.0f };
M2AnimateTrack<M2CompQuat, C4Quaternion>(this, &modelBone, rotationTrack, modelBone.rotationTrack, defaultValue);
}
boneLocalMatrix = C44Matrix(modelBone.rotationTrack.currentValue);
} else {
// TODO
}
if (bone.scaleTrack.sequenceTimes.Count()) {
auto& scaleTrack = bone.scaleTrack;
if (
scaleTrack.sequenceTimes.Count() > 1
|| (scaleTrack.sequenceTimes.Count() == 1 && scaleTrack.sequenceTimes[0].times.Count() > this->uint90)
) {
C3Vector defaultValue = { 1.0f, 1.0f, 1.0f };
M2AnimateTrack<C3Vector, C3Vector>(this, &modelBone, scaleTrack, modelBone.scaleTrack, defaultValue);
}
boneLocalMatrix.Scale(modelBone.scaleTrack.currentValue);
}
// TODO
// conditional involving bone flags and a matrix member of M2ModelBone
C3Vector translation;
if (bone.translationTrack.sequenceTimes.Count()) {
auto& translationTrack = bone.translationTrack;
if (
translationTrack.sequenceTimes.Count() > 1
|| (translationTrack.sequenceTimes.Count() == 1 && translationTrack.sequenceTimes[0].times.Count() > this->uint90)
) {
C3Vector defaultValue = { 0.0f, 0.0f, 0.0f };
M2AnimateTrack<C3Vector, C3Vector>(this, &modelBone, translationTrack, modelBone.translationTrack, defaultValue);
}
translation = modelBone.translationTrack.currentValue + bone.pivot;
} else {
translation = bone.pivot;
}
boneLocalMatrix.d0 += translation.x;
boneLocalMatrix.d1 += translation.y;
boneLocalMatrix.d2 += translation.z;
C3Vector negPivot = {
-bone.pivot.x,
-bone.pivot.y,
-bone.pivot.z
};
boneLocalMatrix.Translate(negPivot);
this->m_boneMatrices[i] = boneLocalMatrix * *boneParentMatrix;
} else {
this->m_boneMatrices[i] = *boneParentMatrix;
}
if (boneFlags & (0x8 | 0x10 | 0x20 | 0x40)) {
// TODO
}
// TODO
}
for (int32_t i = 0; i < this->m_shared->m_data->colors.Count(); i++) {
auto& color = this->m_shared->m_data->colors[i];
auto& modelColor = this->m_colors[i];
auto& colorTrack = color.colorTrack;
if (
colorTrack.sequenceTimes.Count() > 1
|| (colorTrack.sequenceTimes.Count() == 1 && colorTrack.sequenceTimes[0].times.Count() > this->uint90)
) {
C3Vector defaultValue = { 0.0f, 0.0f, 0.0f };
M2AnimateTrack<C3Vector, C3Vector>(
this,
this->m_bones,
color.colorTrack,
modelColor.colorTrack,
defaultValue
);
}
auto& alphaTrack = color.alphaTrack;
if (
alphaTrack.sequenceTimes.Count() > 1
|| (alphaTrack.sequenceTimes.Count() == 1 && alphaTrack.sequenceTimes[0].times.Count() > this->uint90)
) {
float defaultValue = 1.0f;
M2AnimateTrack<fixed16, float>(
this,
this->m_bones,
color.alphaTrack,
modelColor.alphaTrack,
defaultValue
);
}
}
for (int32_t i = 0; i < this->m_shared->m_data->textureWeights.Count(); i++) {
auto& textureWeight = this->m_shared->m_data->textureWeights[i];
auto& modelTextureWeight = this->m_textureWeights[i];
auto& weightTrack = textureWeight.weightTrack;
if (
weightTrack.sequenceTimes.Count() > 1
|| (weightTrack.sequenceTimes.Count() == 1 && weightTrack.sequenceTimes[0].times.Count() > this->uint90)
) {
float defaultValue = 1.0f;
M2AnimateTrack<fixed16, float>(
this,
this->m_bones,
textureWeight.weightTrack,
modelTextureWeight.weightTrack,
defaultValue
);
}
}
// TODO
for (int32_t i = 0; i < this->m_shared->m_data->lights.Count(); i++) {
auto& light = this->m_shared->m_data->lights[i];
auto& modelLight = this->m_lights[i];
if (modelLight.uint64) {
uint8_t defaultValue = 1;
M2AnimateTrack<uint8_t, uint8_t>(
this,
&this->m_bones[light.boneIndex],
light.visibilityTrack,
modelLight.visibilityTrack,
defaultValue
);
}
if ((modelLight.uint64 == 0 || modelLight.visibilityTrack.currentValue == 0) && this->uint90) {
continue;
}
auto& ambientIntensityTrack = light.ambientIntensityTrack;
if (
ambientIntensityTrack.sequenceTimes.Count() > 1
|| (ambientIntensityTrack.sequenceTimes.Count() == 1 && ambientIntensityTrack.sequenceTimes[0].times.Count() > this->uint90)
) {
float defaultValue = 0.0f;
M2AnimateTrack<float, float>(
this,
&this->m_bones[light.boneIndex],
light.ambientIntensityTrack,
modelLight.ambientIntensityTrack,
defaultValue
);
}
auto& ambientColorTrack = light.ambientColorTrack;
if (
ambientColorTrack.sequenceTimes.Count() > 1
|| (ambientColorTrack.sequenceTimes.Count() == 1 && ambientColorTrack.sequenceTimes[0].times.Count() > this->uint90)
) {
C3Vector defaultValue = { 0.0f, 0.0f, 0.0f };
M2AnimateTrack<C3Vector, C3Vector>(
this,
&this->m_bones[light.boneIndex],
light.ambientColorTrack,
modelLight.ambientColorTrack,
defaultValue
);
float mul = modelLight.ambientIntensityTrack.currentValue * this->float198;
modelLight.light.m_ambColor.x = modelLight.ambientColorTrack.currentValue.x * mul;
modelLight.light.m_ambColor.y = modelLight.ambientColorTrack.currentValue.y * mul;
modelLight.light.m_ambColor.z = modelLight.ambientColorTrack.currentValue.z * mul;
}
auto& diffuseIntensityTrack = light.diffuseIntensityTrack;
if (
diffuseIntensityTrack.sequenceTimes.Count() > 1
|| (diffuseIntensityTrack.sequenceTimes.Count() == 1 && diffuseIntensityTrack.sequenceTimes[0].times.Count() > this->uint90)
) {
float defaultValue = 0.0f;
M2AnimateTrack<float, float>(
this,
&this->m_bones[light.boneIndex],
light.diffuseIntensityTrack,
modelLight.diffuseIntensityTrack,
defaultValue
);
}
auto& diffuseColorTrack = light.diffuseColorTrack;
if (
diffuseColorTrack.sequenceTimes.Count() > 1
|| (diffuseColorTrack.sequenceTimes.Count() == 1 && diffuseColorTrack.sequenceTimes[0].times.Count() > this->uint90)
) {
C3Vector defaultValue = { 0.0f, 0.0f, 0.0f };
M2AnimateTrack<C3Vector, C3Vector>(
this,
&this->m_bones[light.boneIndex],
light.diffuseColorTrack,
modelLight.diffuseColorTrack,
defaultValue
);
float mul = modelLight.diffuseIntensityTrack.currentValue * this->float198;
modelLight.light.m_dirColor.x = modelLight.ambientColorTrack.currentValue.x * mul;
modelLight.light.m_dirColor.y = modelLight.ambientColorTrack.currentValue.y * mul;
modelLight.light.m_dirColor.z = modelLight.ambientColorTrack.currentValue.z * mul;
}
}
for (int32_t i = 0; i < this->m_shared->m_data->cameras.Count(); i++) {
auto& camera = this->m_shared->m_data->cameras[i];
auto& modelCamera = this->m_cameras[i];
auto& positionTrack = camera.positionTrack;
if (
positionTrack.sequenceTimes.Count() > 1
|| (positionTrack.sequenceTimes.Count() == 1 && positionTrack.sequenceTimes[0].times.Count() > this->uint90)
) {
C3Vector defaultValue = { 0.0f, 0.0f, 0.0f };
M2AnimateSplineTrack<M2SplineKey<C3Vector>, C3Vector>(
this,
this->m_bones,
camera.positionTrack,
modelCamera.positionTrack,
defaultValue
);
}
auto& targetTrack = camera.targetTrack;
if (
targetTrack.sequenceTimes.Count() > 1
|| (targetTrack.sequenceTimes.Count() == 1 && targetTrack.sequenceTimes[0].times.Count() > this->uint90)
) {
C3Vector defaultValue = { 0.0f, 0.0f, 0.0f };
M2AnimateSplineTrack<M2SplineKey<C3Vector>, C3Vector>(
this,
this->m_bones,
camera.targetTrack,
modelCamera.targetTrack,
defaultValue
);
}
auto& rollTrack = camera.rollTrack;
if (
rollTrack.sequenceTimes.Count() > 1
|| (rollTrack.sequenceTimes.Count() == 1 && rollTrack.sequenceTimes[0].times.Count() > this->uint90)
) {
float defaultValue = 0.0f;
M2AnimateSplineTrack<M2SplineKey<float>, float>(
this,
this->m_bones,
camera.rollTrack,
modelCamera.rollTrack,
defaultValue
);
}
}
// TODO
if (this->m_attachments || this->m_attachList) {
this->AnimateAttachmentsMT();
}
// TODO
}
void CM2Model::AnimateMTSimple(const C44Matrix* view, const C3Vector& a3, const C3Vector& a4, float a5, float a6) {
// TODO
}
void CM2Model::AnimateST() {
if (!this->m_loaded) {
return;
}
auto attachParent = this->m_attachParent;
if (!attachParent) {
this->m_currentLighting = &this->m_lighting;
} else {
this->m_flag8000 = attachParent->m_flag8000;
if (this->m_flag8000 && attachParent->m_flags & 0x1) {
this->m_currentLighting = &this->m_lighting;
} else {
this->m_currentLighting = attachParent->m_currentLighting;
}
}
if (!this->m_currentLighting) {
this->m_currentLighting = &this->m_lighting;
}
for (int32_t i = 0; i < this->m_shared->m_data->lights.Count(); i++) {
auto& light = this->m_shared->m_data->lights[i];
auto& modelLight = this->m_lights[i];
int32_t visible = 0;
if (modelLight.uint64 && modelLight.visibilityTrack.currentValue) {
visible = 1;
if (light.lightType == M2LIGHT_1) {
// TODO
} else {
float v10 = -this->m_boneMatrices[light.boneIndex].c0;
float v11 = -this->m_boneMatrices[light.boneIndex].c1;
float v12 = -this->m_boneMatrices[light.boneIndex].c2;
float x = this->m_scene->m_viewInv.a0 * v10
+ this->m_scene->m_viewInv.b0 * v11
+ this->m_scene->m_viewInv.c0 * v12;
float y = this->m_scene->m_viewInv.a1 * v10
+ this->m_scene->m_viewInv.b1 * v11
+ this->m_scene->m_viewInv.c1 * v12;
float z = this->m_scene->m_viewInv.a2 * v10
+ this->m_scene->m_viewInv.b2 * v11
+ this->m_scene->m_viewInv.c2 * v12;
C3Vector dir = { x, y, z };
modelLight.light.SetDirection(dir);
}
}
modelLight.light.SetVisible(visible);
// TODO modelLight.light.dword4 = this->m_scene->uint14;
}
if (this->m_shared->m_data->cameras.Count()) {
this->AnimateCamerasST();
}
// TODO
if (this->m_flag8) {
this->m_drawPrev = &this->m_scene->m_drawList;
this->m_drawNext = this->m_scene->m_drawList;
this->m_scene->m_drawList = this;
if (this->m_drawNext) {
this->m_drawNext->m_drawPrev = &this->m_drawNext;
}
}
// TODO
// Animate attached models
for (auto model = this->m_attachList; model; model = model->m_attachNext) {
bool animate;
if (model->m_attachIndex == 0xFFFF) {
animate = model->m_flag40000;
} else {
animate = this->m_attachments[model->m_attachIndex].visibilityTrack.currentValue;
}
if (animate) {
model->AnimateST();
}
}
if (this->float198 == 1.0f) {
this->uint90 = 1;
}
}
void CM2Model::AttachToParent(CM2Model* parent, uint32_t id, const C3Vector* position, int32_t a5) {
if (this->m_attachParent) {
this->DetachFromParent();
}
this->SetAnimating(0);
auto& attachmentIndicesById = this->m_shared->m_data->attachmentIndicesById;
uint16_t attachIndex = 0xFFFF;
if (parent->m_loaded && id < attachmentIndicesById.count) {
attachIndex = attachmentIndicesById[id];
}
if (attachIndex == 0xFFFF && !a5) {
return;
}
this->m_attachIndex = attachIndex;
this->m_attachId = id;
this->m_attachParent = parent;
this->m_flag80 = 1;
this->m_flag20000 = 1;
this->m_flag40000 = a5 ? 1 : 0;
this->m_attachPrev = &parent->m_attachList;
this->m_attachNext = parent->m_attachList;
if (parent->m_attachList) {
parent->m_attachList->m_attachPrev = &this->m_attachNext;
}
parent->m_attachList = this;
if (!this->m_loaded || !this->m_flag100) {
auto model = this->m_attachParent;
while (model) {
model->m_flag100 = 0;
model = model->m_attachParent;
}
}
if (!this->m_flag2) {
auto model = this->m_attachParent;
while (model) {
model->m_flag200 = 0;
model = model->m_attachParent;
}
}
if (position && this->m_attachParent->m_loaded && this->m_attachIndex != 0xFFFF) {
auto transform = parent->GetAttachmentWorldTransform(id);
auto scale = sqrt(transform.a0 * transform.a0 + transform.a1 * transform.a1 + transform.a2 * transform.a2);
transform = transform.AffineInverse(scale);
if (!this->m_flag8000) {
this->matrixB4.Identity();
}
auto transformedPosition = *position * transform;
this->matrixB4.d0 = transformedPosition.x;
this->matrixB4.d1 = transformedPosition.y;
this->matrixB4.d2 = transformedPosition.z;
this->m_flag8000 = 1;
}
this->AddRef();
}
void CM2Model::AttachToScene(CM2Scene* scene) {
this->DetachFromScene();
this->m_scene = scene;
this->m_scenePrev = &this->m_scene->m_modelList;
this->m_sceneNext = this->m_scene->m_modelList;
this->m_scene->m_modelList = this;
if (this->m_sceneNext) {
this->m_sceneNext->m_scenePrev = &this->m_sceneNext;
}
if (this->m_loaded) {
for (int32_t i = 0; i < this->m_shared->m_data->lights.Count(); i++) {
this->m_lights[i].light.Initialize(this->m_scene);
}
// TODO
// - sequence / sequence fallback logic
} else {
for (auto modelCall = this->m_modelCallList; modelCall; modelCall = modelCall->modelCallNext) {
modelCall->time += this->m_scene->m_time;
}
}
}
void CM2Model::CancelDeferredSequences(uint32_t boneIndex, bool a3) {
// TODO
}
void CM2Model::DetachAllChildrenById(uint32_t id) {
// Hang on to attachNext in case model is freed during detach
CM2Model* attachNext = nullptr;
// Detach any model matching provided attach ID
for (auto model = this->m_attachList; model; model = attachNext) {
attachNext = model->m_attachNext;
if (model->m_attachId == id) {
model->DetachFromParent();
}
}
}
void CM2Model::DetachFromParent() {
if (this->m_attachPrev) {
*this->m_attachPrev = this->m_attachNext;
}
if (this->m_attachNext) {
this->m_attachNext->m_attachPrev = this->m_attachPrev;
}
this->m_flag40000 = 0;
this->m_attachPrev = nullptr;
this->m_attachNext = nullptr;
this->m_attachParent = nullptr;
this->m_attachId = -1;
// TODO this->dword174 = 0
this->Release();
}
void CM2Model::DetachFromScene() {
// Unlink from scene list
if (this->m_scenePrev) {
*this->m_scenePrev = this->m_sceneNext;
}
if (this->m_sceneNext) {
this->m_sceneNext->m_scenePrev = this->m_scenePrev;
}
this->m_scenePrev = nullptr;
this->m_sceneNext = nullptr;
// TODO
this->m_scene = nullptr;
}
void CM2Model::FindKey(M2ModelBoneSeq* sequence, const M2TrackBase& track, uint32_t& currentKey, uint32_t& nextKey, float& ratio) {
if (!track.sequenceTimes.Count()) {
currentKey = 0;
nextKey = 0;
ratio = 0.0f;
return;
}
uint32_t sequenceTime = sequence->uint0;
uint32_t sequenceIndex = sequence->uint4;
if (track.loopIndex == 0xFFFF) {
if (sequenceIndex >= track.sequenceTimes.Count()) {
sequenceIndex = 0;
}
} else {
sequenceTime = this->m_loops[track.loopIndex];
sequenceIndex = 0;
}
auto& sequenceTimes = track.sequenceTimes[sequenceIndex];
auto numKeys = sequenceTimes.times.Count();
auto keyTimes = sequenceTimes.times.Data();
if (numKeys <= 1) {
currentKey = 0;
nextKey = 0;
ratio = 0.0f;
return;
}
if (currentKey >= numKeys) {
currentKey = 0;
}
uint32_t foundKey = currentKey;
auto v16 = sequenceTime - keyTimes[currentKey];
if (v16 >= 500) {
if (v16 < 0xFFFFFE0C) {
if (sequenceTime >= 500) {
// Perform binary search for key containing sequence time
int32_t lowKey = 0;
int32_t highKey = numKeys;
while (lowKey < highKey) {
int32_t midKey = (lowKey + highKey) / 2;
if (midKey + 1 >= numKeys) {
lowKey = midKey;
break;
}
if (sequenceTime >= keyTimes[midKey] && sequenceTime < keyTimes[midKey + 1]) {
lowKey = midKey;
break;
}
if (sequenceTime >= keyTimes[midKey]) {
lowKey = midKey + 1;
} else {
highKey = midKey - 1;
}
}
foundKey = lowKey;
} else {
// Perform linear search forward from zero for key containing sequence time
uint32_t key = 0;
while (key < numKeys - 1 && sequenceTime >= keyTimes[key + 1]) {
key++;
}
foundKey = key;
}
} else if (currentKey > 0) {
// Perform linear search backward from current key for key containing sequence time
uint32_t key = currentKey;
while (key > 0 && sequenceTime < keyTimes[key]) {
key--;
}
foundKey = key;
}
} else if (currentKey < numKeys - 1) {
// Perform linear search forward from current key for key containing sequence time
uint32_t key = currentKey;
while (key < numKeys - 1 && sequenceTime >= keyTimes[key + 1]) {
key++;
}
foundKey = key;
}
if (foundKey + 1 >= numKeys) {
currentKey = foundKey;
nextKey = foundKey;
ratio = 0.0f;
} else {
currentKey = foundKey;
nextKey = foundKey + 1;
auto currentKeyTime = keyTimes[currentKey];
auto nextKeyTime = keyTimes[nextKey];
ratio = static_cast<float>(sequenceTime - currentKeyTime) / static_cast<float>(nextKeyTime - currentKeyTime);
}
}
void CM2Model::FreeInternalResources() {
if (!this->m_internalResources) {
return;
}
if (this->m_bones) {
this->m_bones = nullptr;
}
if (this->m_loops) {
this->m_loops = nullptr;
}
if (this->m_skinSections) {
this->m_skinSections = nullptr;
}
if (this->m_colors) {
this->m_colors = nullptr;
}
if (this->m_textureWeights) {
this->m_textureWeights = nullptr;
}
// TODO
// if (this->m_textureTransforms) {
// this->m_textureTransforms = nullptr;
// }
if (this->m_attachments) {
this->m_attachments = nullptr;
}
if (this->m_lights) {
for (int32_t i = 0; i < this->m_shared->m_data->lights.Count(); i++) {
this->m_lights[i].light.~CM2Light();
}
this->m_lights = nullptr;
}
if (this->m_cameras) {
this->m_cameras = nullptr;
}
// TODO
// if (this->m_ribbons) {
// this->m_ribbons = nullptr;
// }
// TODO
// if (this->m_particles) {
// this->m_particles = nullptr;
// }
STORM_FREE(this->m_internalResources);
}
C44Matrix CM2Model::GetAttachmentWorldTransform(uint32_t id) {
if (!this->m_loaded) {
this->WaitForLoad("GetAttachmentWorldTransform");
}
auto& attachmentIndicesById = this->m_shared->m_data->attachmentIndicesById;
auto& attachments = this->m_shared->m_data->attachments;
// Look up attachment index
uint16_t attachIndex = 0xFFFF;
if (id < attachmentIndicesById.count) {
attachIndex = attachmentIndicesById[id];
}
// Look up bone index
uint16_t boneIndex = 0xFFFF;
if (attachIndex < this->m_shared->m_data->attachments.count) {
boneIndex = attachments[attachIndex].boneIndex;
}
// Animate
this->Animate();
// Calculate attachment world transform
C44Matrix transform;
if (attachIndex == 0xFFFF) {
transform = this->m_boneMatrices[0];
} else {
transform = this->m_boneMatrices[boneIndex];
transform.Translate(attachments[attachIndex].position);
}
return transform * this->m_scene->m_viewInv;
}
CAaBox& CM2Model::GetBoundingBox(CAaBox& bounds) {
// TODO
// WaitForLoad
bounds = this->m_shared->m_data->bounds.extent;
return bounds;
}
HCAMERA CM2Model::GetCameraByIndex(uint32_t index) {
if (!this->m_loaded) {
this->WaitForLoad("GetCameraByIndex");
}
return this->m_cameras[index].m_camera;
}
C3Vector CM2Model::GetPosition() {
return reinterpret_cast<C3Vector&>(this->matrixF4.d0) * this->m_scene->m_viewInv;
}
bool CM2Model::HasAttachment(uint32_t id) {
if (!this->m_loaded) {
this->WaitForLoad("HasAttachment");
}
if (id < this->m_shared->m_data->attachmentIndicesById.Count()) {
return this->m_shared->m_data->attachmentIndicesById[id] < this->m_shared->m_data->attachments.Count();
}
return this->m_shared->m_data->attachments.Count() > 0xFFFF;
}
int32_t CM2Model::Initialize(CM2Scene* scene, CM2Shared* shared, CM2Model* a4, uint32_t flags) {
this->AttachToScene(scene);
// TODO
// this->dword30[23] = this->m_scene->dwordC;
this->m_shared = shared;
this->m_shared->AddRef();
if (a4) {
a4->AddRef();
}
this->m_flags = flags;
this->m_modelCallTail = &this->m_modelCallList;
this->uint74 = this->m_scene->m_time;
// TODO
return this->m_shared->CallbackWhenLoaded(this);
}
int32_t CM2Model::InitializeLoaded() {
if (!this->m_shared->m_m2DataLoaded || !this->m_shared->m_skinProfileLoaded) {
return 1;
}
// Allocate a single buffer to hold unique per-model data
uint32_t bufferSize = 0;
bufferSize += ALIGN_SIZE(bufferSize, M2ModelBone, this->m_shared->m_data->bones.Count());
bufferSize += ALIGN_SIZE(bufferSize, uint32_t, this->m_shared->m_data->loops.Count());
bufferSize += ALIGN_SIZE(bufferSize, uint32_t, this->m_shared->skinProfile->skinSections.Count());
bufferSize += ALIGN_SIZE(bufferSize, M2ModelColor, this->m_shared->m_data->colors.Count());
bufferSize += ALIGN_SIZE(bufferSize, HTEXTURE, this->m_shared->m_data->textures.Count());
bufferSize += ALIGN_SIZE(bufferSize, M2ModelTextureWeight, this->m_shared->m_data->textureWeights.Count());
bufferSize += ALIGN_SIZE(bufferSize, M2ModelTextureTransform, this->m_shared->m_data->textureTransforms.Count());
bufferSize += ALIGN_SIZE(bufferSize, M2ModelAttachment, this->m_shared->m_data->attachments.Count());
bufferSize += ALIGN_SIZE(bufferSize, M2ModelLight, this->m_shared->m_data->lights.Count());
bufferSize += ALIGN_SIZE(bufferSize, M2ModelCamera, this->m_shared->m_data->cameras.Count());
// TODO allocate space for particles and ribbons
auto buffer = static_cast<char*>(SMemAlloc(bufferSize, __FILE__, __LINE__, 0));
auto start = buffer;
// Allocate and initialize per-model data
if (this->m_shared->m_data->bones.Count()) {
buffer = ALIGN_BUFFER(buffer, start, M2ModelBone);
this->m_bones = reinterpret_cast<M2ModelBone*>(buffer);
buffer += sizeof(M2ModelBone) * this->m_shared->m_data->bones.Count();
for (int32_t i = 0; i < this->m_shared->m_data->bones.Count(); i++) {
new (&this->m_bones[i]) M2ModelBone();
}
for (int32_t i = 0; i < this->m_shared->m_data->bones.Count(); i++) {
this->m_bones[i].flags = this->m_shared->m_data->bones[i].flags;
}
// TODO use A16 allocator
this->m_boneMatrices = static_cast<C44Matrix*>(SMemAlloc(sizeof(C44Matrix) * this->m_shared->m_data->bones.Count(), __FILE__, __LINE__, 0));
for (int32_t i = 0; i < this->m_shared->m_data->bones.Count(); i++) {
new (&this->m_boneMatrices[i]) C44Matrix();
}
}
if (this->m_shared->m_data->loops.Count()) {
buffer = ALIGN_BUFFER(buffer, start, uint32_t);
this->m_loops = reinterpret_cast<uint32_t*>(buffer);
buffer += sizeof(uint32_t) * this->m_shared->m_data->loops.Count();
for (int32_t i = 0; i < this->m_shared->m_data->loops.Count(); i++) {
if (this->m_loops[i]) {
this->m_loops[i] = 0;
}
}
}
if (this->m_shared->skinProfile->skinSections.Count()) {
buffer = ALIGN_BUFFER(buffer, start, uint32_t);
this->m_skinSections = reinterpret_cast<uint32_t*>(buffer);
buffer += sizeof(uint32_t) * this->m_shared->skinProfile->skinSections.Count();
if (this->model30) {
memcpy(this->m_skinSections, model30->m_skinSections, sizeof(uint32_t) * this->m_shared->skinProfile->skinSections.Count());
} else {
// Mark all skin sections as visible by default
for (int32_t i = 0; i < this->m_shared->skinProfile->skinSections.Count(); i++) {
auto modelSkinSection = &this->m_skinSections[i];
if (modelSkinSection) {
*modelSkinSection = 1;
}
}
}
}
if (this->m_shared->m_data->colors.Count()) {
buffer = ALIGN_BUFFER(buffer, start, M2ModelColor);
this->m_colors = reinterpret_cast<M2ModelColor*>(buffer);
buffer += sizeof(M2ModelColor) * this->m_shared->m_data->colors.Count();
for (int32_t i = 0; i < this->m_shared->m_data->colors.Count(); i++) {
new (&this->m_colors[i]) M2ModelColor();
}
}
if (this->m_shared->m_data->textures.Count()) {
buffer = ALIGN_BUFFER(buffer, start, HTEXTURE);
this->m_textures = reinterpret_cast<HTEXTURE*>(buffer);
buffer += sizeof(HTEXTURE) * this->m_shared->m_data->textures.Count();
for (int32_t i = 0; i < this->m_shared->m_data->textures.Count(); i++) {
HTEXTURE textureHandle = this->model30
? this->model30->m_textures[i]
: this->m_shared->textures[i];
this->m_textures[i] = textureHandle
? HandleDuplicate(textureHandle)
: nullptr;
}
}
if (this->m_shared->m_data->textureWeights.Count()) {
buffer = ALIGN_BUFFER(buffer, start, M2ModelTextureWeight);
this->m_textureWeights = reinterpret_cast<M2ModelTextureWeight*>(buffer);
buffer += sizeof(M2ModelTextureWeight) * this->m_shared->m_data->textureWeights.Count();
for (int32_t i = 0; i < this->m_shared->m_data->textureWeights.Count(); i++) {
new (&this->m_textureWeights[i]) M2ModelTextureWeight();
}
}
// TODO texture transforms
if (this->m_shared->m_data->attachments.Count()) {
buffer = ALIGN_BUFFER(buffer, start, M2ModelAttachment);
this->m_attachments = reinterpret_cast<M2ModelAttachment*>(buffer);
buffer += sizeof(M2ModelAttachment) * this->m_shared->m_data->attachments.Count();
for (int32_t i = 0; i < this->m_shared->m_data->attachments.Count(); i++) {
new (&this->m_attachments[i]) M2ModelAttachment();
auto& modelAttachment = this->m_attachments[i];
modelAttachment.visibilityTrack.currentValue = 1;
}
}
if (this->m_shared->m_data->lights.Count()) {
buffer = ALIGN_BUFFER(buffer, start, M2ModelLight);
this->m_lights = reinterpret_cast<M2ModelLight*>(buffer);
buffer += sizeof(M2ModelLight) * this->m_shared->m_data->lights.Count();
for (int32_t i = 0; i < this->m_shared->m_data->lights.Count(); i++) {
new (&this->m_lights[i]) M2ModelLight();
auto& light = this->m_shared->m_data->lights[i];
auto& modelLight = this->m_lights[i];
modelLight.light.Initialize(this->m_scene);
modelLight.light.SetLightType(static_cast<M2LIGHTTYPE>(light.lightType));
modelLight.ambientIntensityTrack.currentValue = 1.0f;
modelLight.diffuseIntensityTrack.currentValue = 1.0f;
modelLight.visibilityTrack.currentValue = 1;
}
}
if (this->m_shared->m_data->cameras.Count()) {
buffer = ALIGN_BUFFER(buffer, start, M2ModelCamera);
this->m_cameras = reinterpret_cast<M2ModelCamera*>(buffer);
buffer += sizeof(M2ModelCamera) * this->m_shared->m_data->cameras.Count();
for (int32_t i = 0; i < this->m_shared->m_data->cameras.Count(); i++) {
new (&this->m_cameras[i]) M2ModelCamera();
}
for (int32_t i = 0; i < this->m_shared->m_data->cameras.Count(); i++) {
auto& camera = this->m_shared->m_data->cameras[i];
auto cameraHandle = CameraCreate();
if (camera.fieldOfView <= 0.0f || camera.fieldOfView >= 3.1415927f || camera.farClip <= camera.nearClip) {
break;
}
DataMgrSetFloat(cameraHandle, 4, camera.fieldOfView);
DataMgrSetFloat(cameraHandle, 3, camera.nearClip);
DataMgrSetFloat(cameraHandle, 2, camera.farClip);
this->m_cameras[i].m_camera = cameraHandle;
}
}
// TODO
this->m_loaded = 1;
uint32_t savedTime = this->m_scene->m_time;
while (this->m_modelCallList) {
auto modelCall = this->m_modelCallList;
this->m_scene->m_time = modelCall->time;
switch (modelCall->type) {
case 0: {
auto textureId = modelCall->args[0];
auto texture = *reinterpret_cast<HTEXTURE*>(&modelCall->args[1]);
this->ReplaceTexture(textureId, texture);
break;
}
case 1: {
this->SetGeometryVisible(
modelCall->args[0],
modelCall->args[1],
modelCall->args[2]
);
break;
}
case 2: {
// TODO
break;
}
case 3: {
// TODO
break;
}
case 4: {
// TODO
break;
}
case 5: {
this->SetBoneSequence(
modelCall->args[0],
modelCall->args[1],
modelCall->args[2],
modelCall->args[3],
*reinterpret_cast<float*>(&modelCall->args[4]),
modelCall->args[5],
modelCall->args[6]
);
break;
}
case 6: {
// TODO
break;
}
case 7: {
// TODO
break;
}
case 8: {
// TODO
break;
}
case 9: {
// TODO
break;
}
case 10: {
// TODO
break;
}
case 11: {
// TODO
break;
}
case 12: {
// TODO
break;
}
case 13: {
// TODO
break;
}
case 14: {
// TODO
break;
}
}
this->m_modelCallList = modelCall->modelCallNext;
if (modelCall->type == 0) {
auto texture = *reinterpret_cast<HTEXTURE*>(&modelCall->args[1]);
if (texture) {
HandleClose(texture);
}
}
STORM_FREE(modelCall);
}
this->m_scene->m_time = savedTime;
this->UpdateLoaded();
this->m_flag800 = 0;
return 1;
}
int32_t CM2Model::IsBatchDoodadCompatible(M2Batch* batch) {
// TODO
return 0;
}
int32_t CM2Model::IsDrawable(int32_t a2, int32_t a3) {
if (!this->m_loaded && a2) {
this->WaitForLoad(nullptr);
}
if (!this->m_flag2) {
if (!this->m_loaded) {
return 0;
}
for (uint32_t i = 0; i < this->m_shared->m_data->textures.Count(); i++) {
auto texture = this->m_textures[i];
if (!texture) {
continue;
}
if (!TextureGetGxTex(texture, a2, nullptr)) {
return 0;
}
}
this->m_flag2 = 1;
}
if (!this->m_flag200 && a3) {
// TODO
}
return 1;
}
int32_t CM2Model::IsLoaded(int32_t a2, int32_t attachments) {
if (this->m_flags & 0x20) {
if (this->m_loaded) {
return 1;
}
if (a2) {
this->WaitForLoad(nullptr);
}
return this->m_loaded && this->m_shared->m_m2DataLoaded && this->m_shared->m_skinProfileLoaded;
}
if (!this->m_loaded && a2) {
this->WaitForLoad(nullptr);
}
if (!this->m_loaded) {
return 0;
}
if (!attachments || this->m_flag100) {
return 1;
}
// TODO
return 0;
}
void CM2Model::LinkToCallbackListTail() {
this->m_callbackPrev = this->m_shared->m_callbackListTail;
this->m_callbackNext = nullptr;
*this->m_shared->m_callbackListTail = this;
this->m_shared->m_callbackListTail = &this->m_callbackNext;
}
int32_t CM2Model::ProcessCallbacks() {
// TODO
return 1;
}
void CM2Model::ProcessCallbacksRecursive() {
if (!this->m_loaded) {
return;
}
this->AddRef();
if (this->ProcessCallbacks()) {
// TODO process attachments
}
this->Release();
}
uint32_t CM2Model::Release() {
STORM_ASSERT(this->m_refCount > 0);
this->m_refCount--;
if (this->m_refCount > 0) {
return this->m_refCount;
}
this->~CM2Model();
ObjectFree(*g_modelPool, this->m_memHandle);
return 0;
}
void CM2Model::ReplaceTexture(uint32_t textureId, HTEXTURE texture) {
// Waiting for load
if (!this->m_loaded) {
auto modelCall = STORM_NEW(CM2ModelCall);
modelCall->type = 0;
modelCall->modelCallNext = nullptr;
modelCall->time = this->m_scene->m_time;
modelCall->args[0] = textureId;
*reinterpret_cast<HTEXTURE*>(&modelCall->args[1]) = texture ? HandleDuplicate(texture) : nullptr;
*this->m_modelCallTail = modelCall;
this->m_modelCallTail = &modelCall->modelCallNext;
return;
}
// Replace textures
for (int32_t i = 0; i < this->m_shared->m_data->textures.Count(); i++) {
// Only replace if texture IDs match
if (this->m_shared->m_data->textures[i].textureId != textureId) {
continue;
};
auto currentTexture = this->m_textures[i];
if (currentTexture) {
HandleClose(currentTexture);
}
if (texture) {
this->m_textures[i] = HandleDuplicate(texture);
auto gxTexture = TextureGetGxTex(this->m_textures[i], 0, nullptr);
if (!gxTexture) {
this->m_flag2 = 0;
}
} else {
this->m_textures[i] = nullptr;
}
}
// TODO replace ribbon textures
// TODO replace particle textures
}
void CM2Model::SetAnimating(int32_t animating) {
if (!animating) {
if (this->m_animatePrev) {
*this->m_animatePrev = this->m_animateNext;
if (this->m_animateNext) {
this->m_animateNext->m_animatePrev = this->m_animatePrev;
}
this->m_animatePrev = nullptr;
this->m_animateNext = nullptr;
}
return;
}
if (this->m_flags & 0x20 && !this->m_loaded) {
this->WaitForLoad(nullptr);
}
if (!this->m_animatePrev) {
this->m_animatePrev = &this->m_scene->m_animateList;
this->m_animateNext = this->m_scene->m_animateList;
this->m_scene->m_animateList = this;
if (this->m_animateNext) {
this->m_animateNext->m_animatePrev = &this->m_animateNext;
}
}
}
void CM2Model::SetBoneSequence(uint32_t boneId, uint32_t sequenceId, uint32_t a4, uint32_t time, float a6, int32_t a7, int32_t a8) {
if (sequenceId == -1) {
this->UnsetBoneSequence(boneId, a7, a8);
return;
}
if (!this->m_loaded) {
auto m = SMemAlloc(sizeof(CM2ModelCall), __FILE__, __LINE__, 0x0);
auto modelCall = new (m) CM2ModelCall();
modelCall->type = 5;
modelCall->modelCallNext = nullptr;
modelCall->time = this->m_scene->m_time;
modelCall->args[0] = boneId;
modelCall->args[1] = sequenceId;
modelCall->args[2] = a4;
modelCall->args[3] = time;
*reinterpret_cast<float*>(&modelCall->args[4]) = a6;
modelCall->args[5] = a7;
modelCall->args[6] = a8;
*this->m_modelCallTail = modelCall;
this->m_modelCallTail = &modelCall->modelCallNext;
return;
}
if (this->m_flag800) {
a7 = 0;
}
uint16_t boneIndex;
if (boneId == -1) {
boneIndex = 0;
} else if (boneId < this->m_shared->m_data->boneIndicesById.Count()) {
boneIndex = this->m_shared->m_data->boneIndicesById[boneId];
} else {
boneIndex = -1;
}
if (boneIndex >= this->m_shared->m_data->bones.Count()) {
return;
}
M2SequenceFallback fallback;
this->Sub826350(fallback, sequenceId);
int32_t v33 = a4 == -1;
uint16_t v15 = CM2Model::Sub8260C0(this->m_shared->m_data, fallback.uint0, a4 != -1 ? a4 : 0);
uint32_t v16 = v15;
uint32_t v32 = v15;
uint32_t v17;
if (v15 != 0xFFFF) {
if (!v33) {
goto LABEL_30;
}
goto LABEL_29;
}
v17 = this->m_shared->m_data->sequenceIdxHashById.Count();
v33 = 1;
v32 = v17;
uint16_t v18;
if (v17) {
uint32_t v20 = fallback.uint0 % v17;
v18 = this->m_shared->m_data->sequenceIdxHashById[v20];
if (v18 != 0xFFFF) {
uint32_t v21 = 1;
if (this->m_shared->m_data->sequences[v18].id != fallback.uint0) {
while (1) {
v20 = (v20 + v21 * v21) % v32;
v18 = this->m_shared->m_data->sequenceIdxHashById[v20];
if (v18 == 0xFFFF) {
break;
}
++v21;
if (this->m_shared->m_data->sequences[v18].id == fallback.uint0) {
goto LABEL_26;
}
}
v32 = 0xFFFF;
goto LABEL_29;
}
goto LABEL_26;
}
v32 = 0xFFFF;
} else {
v18 = 0;
if (this->m_shared->m_data->sequences.Count()) {
while (this->m_shared->m_data->sequences[v18].id != fallback.uint0) {
++v18;
if (v18 >= this->m_shared->m_data->sequences.Count()) {
goto LABEL_20;
}
}
LABEL_26:
v32 = v18;
goto LABEL_29;
}
LABEL_20:
v32 = 0xFFFF;
}
LABEL_29:
this->Sub826E60(&a4, &v32);
v16 = v32;
LABEL_30:
if (this->m_shared->m_data->sequences[v16].flags & 0x20) {
if (this->Sub8269C0(boneId, boneIndex)) {
this->CancelDeferredSequences(boneIndex, a8 != 0);
auto& modelBone = this->m_bones[boneIndex];
if (a8) {
modelBone.uint90 = sequenceId;
modelBone.uint94 = a4;
this->SetPrimaryBoneSequence(v16, boneIndex, fallback, time, a6, a7);
modelBone.sequence.uintB = v33;
} else {
this->SetSecondaryBoneSequence(v16, boneIndex, fallback, time, a6);
modelBone.secondarySequence.uintB = v33;
}
}
} else {
this->SetBoneSequenceDeferred(v16, this->m_shared->m_data, boneIndex, time, a6, fallback, a7, a8, v33);
}
}
void CM2Model::SetBoneSequenceDeferred(uint16_t a2, M2Data* data, uint16_t boneIndex, uint32_t time, float a6, M2SequenceFallback fallback, int32_t a8, int32_t a9, int32_t a10) {
// TODO
}
void CM2Model::SetGeometryVisible(uint32_t start, uint32_t end, int32_t visible) {
// Waiting for load
if (!this->m_loaded) {
auto modelCall = STORM_NEW(CM2ModelCall);
modelCall->type = 1;
modelCall->modelCallNext = nullptr;
modelCall->time = this->m_scene->m_time;
modelCall->args[0] = start;
modelCall->args[1] = end;
modelCall->args[2] = visible;
*this->m_modelCallTail = modelCall;
this->m_modelCallTail = &modelCall->modelCallNext;
return;
}
// No skin sections
if (!this->m_shared->skinProfile->skinSections.Count()) {
return;
}
// Update visibility
bool visibilityChanged = false;
for (uint32_t i = 0; i < this->m_shared->skinProfile->skinSections.Count(); i++) {
auto& skinSection = this->m_shared->skinProfile->skinSections[i];
auto modelSkinSection = &this->m_skinSections[i];
// Out of range
if (skinSection.skinSectionId < start || skinSection.skinSectionId > end) {
continue;
}
// No change
if (*modelSkinSection == 0 && visible == 0 || *modelSkinSection == 1 && visible == 1) {
continue;
}
*modelSkinSection = visible;
visibilityChanged = true;
}
if (visibilityChanged) {
this->UnoptimizeVisibleGeometry();
}
}
void CM2Model::SetIndices() {
// TODO
}
void CM2Model::SetLightingCallback(void (*lightingCallback)(CM2Model*, CM2Lighting*, void*), void* lightingArg) {
this->m_lightingCallback = lightingCallback;
this->m_lightingArg = lightingArg;
}
void CM2Model::SetLoadedCallback(void (*loadedCallback)(CM2Model*, void*), void* loadedArg) {
this->m_loadedCallback = loadedCallback;
this->m_loadedArg = loadedArg;
this->UpdateLoaded();
}
void CM2Model::SetPrimaryBoneSequence(uint16_t sequenceIndex, uint16_t boneIndex, M2SequenceFallback fallback, uint32_t time, float a6, int32_t a7) {
auto& modelBone = this->m_bones[boneIndex];
auto& sequence = this->m_shared->m_data->sequences[sequenceIndex];
if (a7) {
if (!modelBone.sequence.uintA || sequenceIndex != modelBone.sequence.uint8) {
double v10;
double v11;
double v12;
if (modelBone.secondarySequence.uint8 == 0xFFFF
|| ((v10 = (double)(modelBone.uint9C - this->m_scene->m_time) * modelBone.floatA0, v10 >= 0.0) ? (v10 <= 1.0 ? (v11 = v10 * ((3.0 - (v10 + v10)) * v10)) : (v11 = 1.0)) : (v11 = 0.0), v11 * modelBone.floatA4 <= 0.5)
) {
memcpy(&modelBone.secondarySequence, &modelBone.sequence, sizeof(modelBone.secondarySequence));
modelBone.uint9C = this->m_scene->m_time + sequence.blendtime;
if (sequence.blendtime) {
v12 = 1.0 / (double)sequence.blendtime;
} else {
v12 = 1.0;
}
modelBone.floatA0 = v12;
modelBone.floatA4 = 1.0f;
}
}
} else {
modelBone.secondarySequence.uint8 = -1;
}
this->SetupBoneSequence(sequenceIndex, fallback, time, a6, &modelBone.sequence);
int32_t v13 = modelBone.sequence.uint10;
if (modelBone.sequence.uintC == v13 || ((sequence.flags & 0x1) != 0 && (v13 -= this->m_scene->m_time, v13 <= 0))) {
modelBone.sequence.uintA = 1;
}
// TODO
// if (!modelBone.dword98) {
// modelBone.dword98 = (DWORD)&this->dword14;
// v14 = this->dword14;
// v15 = &smodelBone.word96;
// *v15 = v14;
// if (v14 != 0xFFFF) {
// this->m_bones[v14].dword98 = v15;
// }
// LOWORD(v13) = a3;
// LOWORD(this->dword14) = a3;
// }
}
void CM2Model::SetSecondaryBoneSequence(uint16_t a2, uint16_t boneIndex, M2SequenceFallback fallback, uint32_t time, float a6) {
// TODO
}
void CM2Model::SetupBoneSequence(uint16_t sequenceIndex, M2SequenceFallback fallback, uint32_t a4, float a5, M2ModelBoneSeq* boneSequence) {
auto& sequence = this->m_shared->m_data->sequences[sequenceIndex];
int32_t v9 = rand();
uint32_t v10 = (sequence.replay.l + (sequence.replay.h - sequence.replay.l) * v9 / 0x8000 == 0)
+ sequence.replay.l + (sequence.replay.h - sequence.replay.l) * v9 / 0x8000;
int32_t v11 = v10 * sequence.duration;
double v12;
double v13;
long double v15;
if (fallback.uint2 == 1 || fallback.uint2 == 3) {
v12 = -a5;
} else {
v12 = a5;
}
v13 = 0.0;
uint32_t v18 = 0;
if (v12 < 0.0) {
v18 = v11;
}
if (fallback.uint2 == 2 || fallback.uint2 == 3) {
v12 = 0.0;
}
if (abs(v12) > 0.0000099999997) {
v13 = 1.0 / v12;
}
v15 = abs(v13);
uint32_t v16 = this->m_scene->m_time - floor((double)a4 * v15);
if ((~(this->m_scene->m_flags >> 2) & 0x1) != 0) {
v16++;
}
boneSequence->uint8 = sequenceIndex;
boneSequence->uintC = v16;
boneSequence->uint20 = v10;
boneSequence->uintA = 0;
boneSequence->uint10 = v16 + floor(v15 * (double)(unsigned int)v11);
boneSequence->uint1C = v18;
boneSequence->float14 = v12;
boneSequence->float18 = v13;
}
void CM2Model::SetupLighting() {
if (!this->m_attachParent || this->m_attachParent->m_flags & 0x1) {
this->Animate();
CAaSphere sphere;
sphere.c = this->GetPosition();
sphere.r = 0.0f;
this->m_lighting.Initialize(this->m_scene, sphere);
this->m_scene->SelectLights(&this->m_lighting);
if (this->m_lightingCallback) {
this->m_lightingCallback(this, &this->m_lighting, this->m_lightingArg);
}
this->m_lighting.SetupSunlight();
this->m_lighting.CameraSpace();
}
for (auto model = this->m_attachList; model; model = model->m_attachNext) {
model->SetupLighting();
}
}
void CM2Model::SetVisible(int32_t visible) {
if (this->m_attachParent) {
this->m_flag80 = visible ? 1 : 0;
} else {
this->m_flag8 = visible ? 1 : 0;
}
}
void CM2Model::SetWorldTransform(const C3Vector& position, float orientation, float scale) {
C44Matrix(this->matrixB4);
this->matrixB4.RotateAroundZ(orientation);
this->matrixB4.Scale(scale);
this->matrixB4.d0 = position.x;
this->matrixB4.d1 = position.y;
this->matrixB4.d2 = position.z;
this->m_flag8000 = 1;
}
void CM2Model::Sub826350(M2SequenceFallback& fallback, uint32_t sequenceId) {
auto data = this->m_shared->m_data;
int32_t v12;
if (CM2Model::Sub825E00(data, 0)) {
v12 = 0;
} else if (CM2Model::Sub825E00(data, 147)) {
v12 = 147;
} else {
v12 = data->sequences[0].id;
}
uint32_t v10[506];
memset(v10, 0, sizeof(v10));
if (CM2Model::Sub825E00(data, sequenceId)) {
fallback.uint0 = sequenceId;
fallback.uint2 = 0;
return;
}
// TODO
}
int32_t CM2Model::Sub8269C0(uint32_t boneId, uint16_t boneIndex) {
// TODO
return 1;
}
void CM2Model::Sub826E60(uint32_t* a2, uint32_t* a3) {
// TODO
}
void CM2Model::UnlinkFromAnimateList() {
if (this->m_animatePrev) {
*this->m_animatePrev = this->m_animateNext;
}
if (this->m_animateNext) {
this->m_animateNext->m_animatePrev = this->m_animatePrev;
}
}
void CM2Model::UnlinkFromAttachList() {
if (this->m_attachPrev) {
*this->m_attachPrev = this->m_attachNext;
}
if (this->m_attachNext) {
this->m_attachNext->m_attachPrev = this->m_attachPrev;
}
}
void CM2Model::UnlinkFromCallbackList() {
if (this->m_callbackPrev) {
*this->m_callbackPrev = this->m_callbackNext;
if (this->m_callbackNext) {
this->m_callbackNext->m_callbackPrev = this->m_callbackPrev;
} else {
this->m_shared->m_callbackListTail = this->m_callbackPrev;
}
this->m_callbackPrev = nullptr;
this->m_callbackNext = nullptr;
}
}
void CM2Model::UnlinkFromDrawList() {
if (this->m_drawPrev) {
*this->m_drawPrev = this->m_drawNext;
}
if (this->m_drawNext) {
this->m_drawNext->m_drawPrev = this->m_drawPrev;
}
}
void CM2Model::UnoptimizeVisibleGeometry() {
// TODO
}
void CM2Model::UnsetBoneSequence(uint32_t boneId, int32_t a3, int32_t a4) {
// TODO
}
void CM2Model::UpdateLoaded() {
auto model = this;
while (model) {
if (!model->IsLoaded(0, !(this->m_flags & 0x20))) {
break;
}
if (model->m_loadedCallback) {
model->m_loadedCallback(this, model->m_loadedArg);
model->m_loadedCallback = nullptr;
}
model = model->m_attachParent;
}
}
void CM2Model::WaitForLoad(const char* a2) {
if (this->m_shared->asyncObject) {
AsyncFileReadWait(this->m_shared->asyncObject);
}
if (this->m_shared->asyncObject) {
AsyncFileReadWait(this->m_shared->asyncObject);
}
if (this->m_flags & 0x20) {
this->InitializeLoaded();
}
}