rodecomp/Source/Resource/Models/ModelResourceV2.cpp
ragnarok-clanker e168b4e4a6 Restore translation-unit ownership and publish verified source corrections
Owner-authorized source migration: 31 helper-only translation units were merged into their callers or existing inline headers; both build manifests updated. Includes the preserved source payload, Lua configuration matching wowdecomp, and exact malloca expansion without diagnostic pragmas.

449 native units compiled locally and 449 staged units compiled by the pinned server toolchain. No previously byte-matched function regressed. Compiler mapping diagnostics remain recorded as needs_cleanup, not accepted or peer-confirmed. Existing independent review records are preserved. README.md is intentionally unchanged.
2026-10-25 15:42:21 +00:00

272 lines
7.3 KiB
C++

#include "Client/Application/ErrorDialog.h"
#include "Render/Textures/Texture.h"
#include "Render/Textures/TextureCache.h"
#include "Resource/Bitmap/BitmapResource.h"
#include "Resource/Models/ModelResource.h"
#include "Resource/ResourceByteReader.h"
#include <algorithm>
#include <cstring>
namespace {
// INLINED
std::string ReadName(ResourceByteReader& input) {
unsigned bytes = 0;
input.Read(&bytes, 4);
char name[40]{};
input.Read(name, bytes);
return name;
}
void ReadKeys(ResourceByteReader& input, std::vector<ModelRotationKey>& keys, bool scale) {
int count = 0;
input.Read(&count, 4);
for (int index = 0; index < count; ++index) {
ModelRotationKey key;
if (scale) {
key = {0, {0, 0, 0, 1}};
}
input.Read(&key, sizeof(key));
keys.push_back(key);
}
}
}
// OFFSET: 0x00751ED0
// FUNCTION: fn_07984
C3dModelResV2::C3dModelResV2(ModelResourceContext& context) : C3dModelRes(context), framesPerSecond(0.0f), animationLength(0) {
}
// INLINED
C3dModelResV2::~C3dModelResV2() = default;
// OFFSET: 0x00751ED0
// FUNCTION: fn_07953
C3dModelResV2* C3dModelResV2::Create() {
return new C3dModelResV2(*this->m_context);
}
// OFFSET: 0x00751F70
// FUNCTION: fn_07954
bool C3dModelResV2::Load(const char* name) {
auto& file = this->m_context->file;
if (!file.Open(name)) {
file.Close();
return false;
}
ResourceByteReader input{static_cast<const unsigned char*>(file.Data()), static_cast<unsigned>(file.Size())};
char magic[5]{};
input.Read(magic, 4);
if (std::strcmp(magic, "GRSM") != 0) {
constexpr char message[] = "\xB8\xF0\xB5\xA8\xC6\xC4\xC0\xCF\xC0\xCC \xBE\xC6\xB4\xD5\xB4\xCF\xB4\xD9. \xC7\xFC\xBD\xC4\xC0\xBB "
"\xB4\xD9\xBD\xC3\xC7\xD1\xB9\xF8 \xC8\xAE\xC0\xCE\xC7\xD8\xC1\xD6\xBC\xBC\xBF\xE4.";
ShowErrorDialog(this->m_context->renderSystem, message, 0);
file.Close();
return false;
}
unsigned char major = 0;
unsigned char minor = 0;
input.Read(&major, 1);
this->major = major;
input.Read(&minor, 1);
if (minor >= 1 && minor <= 3) {
this->ReadVersion(input, minor);
}
file.Close();
this->sourceName = name;
file.Close();
return true;
}
// INLINED
inline void C3dModelResV2::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->mesh = std::make_unique<ModelMesh>();
node->name = ReadName(input);
node->parentName = ReadName(input);
int textureCount = 0;
input.Read(&textureCount, 4);
for (int index = 0; index < textureCount; ++index) {
std::string name;
if (minor < 3) {
int texture = 0;
input.Read(&texture, 4);
name = textureNames[texture];
} else {
name = ReadName(input);
}
CTexture* texture = this->m_context->textures.Load(name.c_str(), 0, false, true, false);
node->textures.push_back(texture);
if (texture) {
texture->Retain();
}
}
input.Read(node->transform, sizeof(node->transform));
ModelMesh& mesh = *node->mesh;
unsigned vertexCount = 0;
input.Read(&vertexCount, 4);
mesh.vertices.resize(vertexCount);
input.Read(mesh.vertices.data(), vertexCount * 12u);
unsigned textureVertexCount = 0;
input.Read(&textureVertexCount, 4);
mesh.textureVertices.resize(textureVertexCount);
input.Read(mesh.textureVertices.data(), textureVertexCount * 12u);
int faceCount = 0;
input.Read(&faceCount, 4);
mesh.faces.resize(static_cast<unsigned>(faceCount));
for (ModelFace& face : mesh.faces) {
std::vector<unsigned char> bytes;
unsigned char fixed[24];
const unsigned char* record;
unsigned size;
if (minor == 1) {
input.Read(fixed, sizeof(fixed));
record = fixed;
size = sizeof(fixed);
} else {
size = 0;
input.Read(&size, 4);
bytes.resize(size);
input.Read(bytes.data(), size);
record = bytes.data();
}
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));
const unsigned groups = (size - 20u) / 4u;
face.smoothing.resize(groups);
std::memcpy(face.smoothing.data(), record + 20, groups * 4u);
}
// INLINED
std::sort(mesh.faces.begin(), mesh.faces.end(), [](const ModelFace& a, const ModelFace& b) { return a.texture < b.texture; });
mesh.CalculateNormals();
ReadKeys(input, node->scaleKeys, false);
ReadKeys(input, node->rotationKeys, true);
ReadKeys(input, node->positionKeys, false);
if (minor == 3) {
int textureAnimations = 0;
input.Read(&textureAnimations, 4);
for (int index = 0; index < textureAnimations; ++index) {
int texture = 0;
input.Read(&texture, 4);
ModelTextureChannels channels;
int channelCount = 0;
input.Read(&channelCount, 4);
for (int channel = 0; channel < channelCount; ++channel) {
int id = 0;
int keyCount = 0;
input.Read(&id, 4);
input.Read(&keyCount, 4);
for (int key = 0; key < keyCount; ++key) {
ModelTextureKey value;
input.Read(&value, sizeof(value));
channels[id].push_back(value);
}
}
node->textureKeys[texture] = std::move(channels);
}
}
this->meshes[node->name] = node->mesh.get();
this->nodes.push_back(node.release());
}
// OFFSET: 0x00759ED0
// OFFSET: 0x0075AB20
// OFFSET: 0x0075B8E0
void C3dModelResV2::ReadVersion(ResourceByteReader& input, unsigned minor) {
input.Read(&this->animationLength, 4);
input.Read(&this->shade, 4);
input.Read(&this->alpha, 1);
input.Read(&this->framesPerSecond, 4);
std::vector<std::string> textureNames;
int textureCount = 0;
input.Read(&textureCount, 4);
if (minor < 3) {
for (int index = 0; index < textureCount; ++index) {
unsigned bytes = 0;
input.Read(&bytes, 4);
char name[40]{};
input.Read(name, bytes);
textureNames.emplace_back(name);
}
} else {
for (int index = 0; index < textureCount; ++index) {
unsigned bytes = 0;
input.Read(&bytes, 4);
char name[40]{};
input.Read(name, bytes);
this->rootNames.emplace_back(name);
}
}
if (minor < 3) {
int rootCount = 0;
input.Read(&rootCount, 4);
for (int index = 0; index < rootCount; ++index) {
unsigned bytes = 0;
input.Read(&bytes, 4);
char name[40]{};
input.Read(name, bytes);
this->rootNames.emplace_back(name);
}
}
int nodeCount = 0;
input.Read(&nodeCount, 4);
for (int index = 0; index < nodeCount; ++index) {
this->ReadNode(input, minor, textureNames);
}
for (ModelNode* node : this->nodes) {
if (!node->parentName.empty()) {
ModelNode* parent = this->FindNode(node->parentName.c_str());
if (parent) {
node->parent = parent;
parent->children.push_back(node);
}
}
}
int volumeCount = 0;
input.Read(&volumeCount, 4);
for (int index = 0; index < volumeCount; ++index) {
auto* volume = new ModelVolume;
std::memset(volume, 0, 132);
input.Read(volume, sizeof(ModelVolume));
this->volumes.push_back(volume);
}
}