Reconstruct readable C++ and organize cohesive source subsystems

Administrative source import: native x86 compilation passed for 423 authored units. Source placement and submission states are migrated separately; this commit does not imply peer acceptance.

Previous head: 35d2a8cb36
Payload SHA256: 592f016d2730c5593bb653aa054c1e5f76a6df72c8f5a09e66f74876e2e33dee
This commit is contained in:
ragnarok-clanker 2026-10-25 07:42:41 +00:00
commit a47d20f8be
890 changed files with 11796 additions and 16664 deletions

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#include "Render/Textures/Texture.h"
#include "Render/Textures/TextureCache.h"
#include "Resource/Models/ModelResource.h"
#include "Resource/ResourceByteReader.h"
#include <algorithm>
#include <cstring>
// OFFSET: 0x00750B10
// FUNCTION: fn_07950
void C3dModelResV1::ReadNode(ResourceByteReader& input, unsigned minor, const std::vector<std::string>& textureNames) {
auto node = std::make_unique<ModelNode>(this->m_context->textures);
node->model = this;
node->alpha = this->alpha;
char field[40]{};
input.Read(field, sizeof(field));
node->name = field;
input.Read(field, sizeof(field));
node->parentName = field;
int textureCount = 0;
input.Read(&textureCount, 4);
for (int index = 0; index < textureCount; ++index) {
int textureIndex = 0;
input.Read(&textureIndex, 4);
CTexture* texture = this->m_context->textures.Load(textureNames[textureIndex].c_str(), 0, false, true, false);
node->textures.push_back(texture);
if (texture) {
texture->Retain();
}
}
float matrix[12];
input.Read(matrix, sizeof(matrix));
input.Read(node->position, sizeof(node->position));
input.Read(&node->angle, 4);
input.Read(node->axis, sizeof(node->axis));
input.Read(node->scale, sizeof(node->scale));
node->mesh = std::make_unique<ModelMesh>();
ModelMesh& mesh = *node->mesh;
int vertexCount = 0;
input.Read(&vertexCount, 4);
mesh.vertices.resize(static_cast<unsigned>(vertexCount));
input.Read(mesh.vertices.data(), static_cast<unsigned>(vertexCount) * 12u);
for (auto& vertex : mesh.vertices) {
const float y = ((vertex[0] * matrix[1] + vertex[1] * matrix[4]) + matrix[7] * vertex[2]) + matrix[10];
const float z = ((vertex[0] * matrix[2] + vertex[1] * matrix[5]) + matrix[8] * vertex[2]) + matrix[11];
vertex[0] = ((vertex[0] * matrix[0] + vertex[1] * matrix[3]) + vertex[2] * matrix[6]) + matrix[9];
vertex[1] = y;
vertex[2] = z;
}
int textureVertexCount = 0;
input.Read(&textureVertexCount, 4);
mesh.textureVertices.resize(static_cast<unsigned>(textureVertexCount));
if (minor == 1) {
float uv[2];
for (auto& vertex : mesh.textureVertices) {
input.Read(uv, sizeof(uv));
vertex = {0xFFFFFFFFu, uv[0], uv[1]};
}
} else {
input.Read(mesh.textureVertices.data(), static_cast<unsigned>(textureVertexCount) * 12u);
}
std::uint32_t faceCount = 0;
input.Read(&faceCount, 4);
mesh.faces.resize(faceCount);
unsigned char record[24];
for (ModelFace& face : mesh.faces) {
input.Read(record, minor == 1 ? 20 : 24);
std::memcpy(face.vertices, record, sizeof(face.vertices));
std::memcpy(face.textureVertices, record + 6, sizeof(face.textureVertices));
std::memcpy(&face.texture, record + 12, sizeof(face.texture));
std::memcpy(&face.twoSided, record + 16, sizeof(face.twoSided));
std::uint32_t group = 0;
if (minor != 1) {
std::memcpy(&group, record + 20, sizeof(group));
}
face.smoothing.push_back(group);
}
std::sort(mesh.faces.begin(), mesh.faces.end(), [](const ModelFace& a, const ModelFace& b) { return a.texture < b.texture; });
mesh.CalculateNormals();
int rotationCount;
input.Read(&rotationCount, 4);
for (int index = 0; index < rotationCount; ++index) {
ModelRotationKey key;
input.Read(&key, sizeof(key));
node->rotationKeys.push_back(key);
}
this->meshes[node->name] = node->mesh.get();
this->nodes.push_back(node.release());
}