mirror of
https://github.com/redstrate/Physis.git
synced 2025-04-23 13:17:44 +00:00
438 lines
No EOL
11 KiB
Rust
Executable file
438 lines
No EOL
11 KiB
Rust
Executable file
use std::io::{Cursor, Seek, SeekFrom};
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use binrw::binrw;
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use crate::gamedata::MemoryBuffer;
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use binrw::BinRead;
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use binrw::binread;
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use half::f16;
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#[binrw]
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#[derive(Debug)]
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pub struct ModelFileHeader {
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pub(crate) version: u32,
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pub stack_size: u32,
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pub runtime_size: u32,
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pub vertex_declaration_count: u16,
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pub material_count: u16,
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pub vertex_offsets: [u32; 3],
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pub index_offsets: [u32; 3],
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pub vertex_buffer_size: [u32; 3],
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pub index_buffer_size: [u32; 3],
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pub lod_count: u8,
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#[br(map = | x: u8 | x != 0)]
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#[bw(map = | x: & bool | -> u8 { if * x { 1 } else { 0 } })]
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pub index_buffer_streaming_enabled: bool,
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#[br(map = | x: u8 | x != 0)]
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#[bw(map = | x: & bool | -> u8 { if * x { 1 } else { 0 } })]
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#[brw(pad_after = 1)]
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pub has_edge_geometry: bool,
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}
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#[binread]
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#[br(repr = u8)]
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#[derive(Debug)]
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enum ModelFlags1 {
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DustOcclusionEnabled = 0x80,
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SnowOcclusionEnabled = 0x40,
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RainOcclusionEnabled = 0x20,
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Unknown1 = 0x10,
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LightingReflectionEnabled = 0x08,
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WavingAnimationDisabled = 0x04,
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LightShadowDisabled = 0x02,
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ShadowDisabled = 0x01
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}
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#[binread]
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#[br(repr = u8)]
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#[derive(Debug)]
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enum ModelFlags2 {
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None = 0x0,
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Unknown2 = 0x80,
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BgUvScrollEnabled = 0x40,
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EnableForceNonResident = 0x20,
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ExtraLodEnabled = 0x10,
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ShadowMaskEnabled = 0x08,
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ForceLodRangeEnabled = 0x04,
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EdgeGeometryEnabled = 0x02,
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Unknown3 = 0x01
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}
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#[binread]
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#[derive(Debug)]
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pub struct ModelHeader {
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#[br(pad_after = 2)]
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string_count : u16,
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string_size : u32,
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#[br(count = string_size)]
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strings : Vec<u8>,
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radius : f32,
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mesh_count : u16,
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attribute_count : u16,
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submesh_count : u16,
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material_count : u16,
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bone_count : u16,
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bone_table_count : u16,
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shape_count : u16,
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shape_mesh_count : u16,
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shape_value_count : u16,
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lod_count : u8,
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flags1 : ModelFlags1,
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element_id_count : u16,
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terrain_shadow_mesh_count : u8,
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#[br(err_context("radius = {}", radius))]
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flags2 : ModelFlags2,
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model_clip_out_of_distance : f32,
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shadow_clip_out_of_distance : f32,
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#[br(pad_before = 2)]
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#[br(pad_after = 2)]
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terrain_shadow_submesh_count : u16,
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bg_change_material_index : u8,
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#[br(pad_after = 12)]
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bg_crest_change_material_index : u8,
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}
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#[binread]
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#[derive(Debug)]
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struct MeshLod {
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mesh_index : u16,
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mesh_count : u16,
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model_lod_range : f32,
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texture_lod_range : f32,
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water_mesh_index : u16,
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water_mesh_count : u16,
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shadow_mesh_index : u16,
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shadow_mesh_count : u16,
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terrain_shadow_mesh_count : u16,
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terrain_shadow_mesh_index : u16,
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vertical_fog_mesh_index : u16,
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vertical_fog_mesh_count : u16,
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// unused on win32 according to lumina devs
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edge_geometry_size : u32,
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edge_geometry_data_offset : u32,
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#[br(pad_after = 4)]
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polygon_count : u32,
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vertex_buffer_size : u32,
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index_buffer_size : u32,
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vertex_data_offset : u32,
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index_data_offset : u32
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}
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#[binread]
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#[derive(Debug)]
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struct Mesh {
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#[br(pad_after = 2)]
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vertex_count : u16,
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index_count : u32,
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material_index : u16,
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submesh_index : u16,
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submesh_count : u16,
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bone_table_index : u16,
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start_index : u32,
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vertex_buffer_offsets : [u32; 3],
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vertex_buffer_strides : [u8; 3],
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vertex_stream_count : u8
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}
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#[binread]
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#[derive(Debug)]
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struct Submesh {
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index_offset : i32,
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index_count : i32,
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attribute_index_mask : u32,
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bone_start_index : u16,
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bone_count : u16
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}
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#[binread]
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#[derive(Debug)]
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struct BoneTable {
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bone_indices : [u16; 64],
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#[br(pad_after = 3)]
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bone_count : u8
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}
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#[binread]
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#[derive(Debug)]
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struct BoundingBox {
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min : [f32; 4],
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max : [f32; 4]
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}
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#[binread]
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#[derive(Debug)]
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struct ModelData {
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header : ModelHeader,
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#[br(count = header.element_id_count)]
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element_ids : Vec<ElementId>,
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#[br(count = 3)]
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lods : Vec<MeshLod>,
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#[br(count = header.mesh_count)]
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meshes : Vec<Mesh>,
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#[br(count = header.attribute_count)]
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attribute_name_offsets : Vec<u32>,
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// TODO: implement terrain shadow meshes
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#[br(count = header.submesh_count)]
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submeshes : Vec<Submesh>,
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// TODO: implement terrain shadow submeshes
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#[br(count = header.material_count)]
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material_name_offsets : Vec<u32>,
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#[br(count = header.bone_count)]
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bone_name_offsets : Vec<u32>,
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#[br(count = header.bone_table_count)]
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bone_tables : Vec<BoneTable>,
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// TODO: implement shapes
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#[br(temp)]
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submesh_bone_map_size : u32,
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#[br(count = submesh_bone_map_size / 2, err_context("lods = {:#?}", lods))]
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submesh_bone_map : Vec<u16>,
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#[br(temp)]
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padding_amount : u8,
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#[br(pad_before = padding_amount)]
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bounding_box : BoundingBox,
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model_bounding_box : BoundingBox,
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water_bounding_box : BoundingBox,
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vertical_fog_bounding_box : BoundingBox,
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#[br(count = header.bone_count)]
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bone_bounding_boxes : Vec<BoundingBox>
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}
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#[binread]
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#[derive(Debug)]
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struct ElementId {
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element_id : u32,
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parent_bone_name : u32,
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translate : [f32; 3],
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rotate : [f32; 3]
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}
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#[binread]
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#[br(repr = u8)]
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#[derive(Copy, Clone, Debug, PartialEq)]
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enum VertexType {
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Invalid = 0,
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Single3 = 2,
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Single4 = 3,
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UInt = 5,
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ByteFloat4 = 8,
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Half2 = 13,
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Half4 = 14
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}
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#[binread]
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#[br(repr = u8)]
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#[derive(Copy, Clone, Debug)]
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enum VertexUsage {
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Position = 0,
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BlendWeights = 1,
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BlendIndices = 2,
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Normal = 3,
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UV = 4,
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Tangent2 = 5,
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Tangent1 = 6,
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Color = 7,
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}
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#[binread]
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#[derive(Copy, Clone, Debug)]
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struct VertexElement {
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stream : u8,
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offset : u8,
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vertex_type : VertexType,
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vertex_usage : VertexUsage,
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#[br(pad_after = 3)]
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usage_index: u8
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}
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#[derive(Clone)]
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#[repr(C)]
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pub struct Vertex {
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pub position : [f32; 3],
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pub uv: [f32; 2],
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pub normal: [f32; 3],
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pub bone_weight: [f32; 4],
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pub bone_id : [u8; 4]
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}
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pub struct Part {
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pub vertices : Vec<Vertex>,
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pub indices : Vec<u16>
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}
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pub struct Lod {
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pub parts : Vec<Part>
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}
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pub struct MDL {
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pub lods : Vec<Lod>,
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pub affected_bone_names : Vec<String>
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}
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impl MDL {
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pub fn from_existing(buffer : &MemoryBuffer) -> Option<MDL> {
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let mut cursor = Cursor::new(buffer);
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let model_file_header = ModelFileHeader::read(&mut cursor).unwrap();
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#[derive(Clone)]
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struct VertexDeclaration {
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elements : Vec<VertexElement>
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}
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let mut vertex_declarations: Vec<VertexDeclaration> = vec![VertexDeclaration{ elements : vec![] }; model_file_header.vertex_declaration_count as usize];
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for declaration in &mut vertex_declarations {
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let mut element = VertexElement::read(&mut cursor).unwrap();
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loop {
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declaration.elements.push(element);
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element = VertexElement::read(&mut cursor).unwrap();
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if element.stream == 255 {
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break;
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}
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};
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let to_seek = 17 * 8 - (declaration.elements.len() + 1) * 8;
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cursor.seek(SeekFrom::Current(to_seek as i64)).ok()?;
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}
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let model = ModelData::read(&mut cursor).unwrap();
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let mut affected_bone_names = vec![];
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for mut offset in model.bone_name_offsets {
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let mut string = String::new();
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let mut next_char = model.header.strings[offset as usize] as char;
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while next_char != '\0' {
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string.push(next_char);
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offset += 1;
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next_char = model.header.strings[offset as usize] as char;
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}
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affected_bone_names.push(string);
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}
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let mut lods = vec![];
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for i in 0..model.header.lod_count {
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let mut parts = vec![];
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for j in model.lods[i as usize].mesh_index..model.lods[i as usize].mesh_index + model.lods[i as usize].mesh_count {
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let declaration = &vertex_declarations[j as usize];
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let vertex_count = model.meshes[j as usize].vertex_count;
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let default_vertex = Vertex {
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position: [0.0; 3],
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uv: [0.0; 2],
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normal: [0.0; 3],
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bone_weight: [0.0; 4],
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bone_id: [0u8; 4]
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};
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let mut vertices: Vec<Vertex> = vec![default_vertex; vertex_count as usize];
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for k in 0..vertex_count {
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for element in &declaration.elements {
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cursor.seek(SeekFrom::Start((model.lods[i as usize].vertex_data_offset +
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model.meshes[j as usize].vertex_buffer_offsets[element.stream as usize] +
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element.offset as u32 +
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model.meshes[i as usize].vertex_buffer_strides[element.stream as usize] as u32 * k as u32) as u64)).ok()?;
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match element.vertex_usage {
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VertexUsage::Position => {
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vertices[k as usize].position = <[f32; 3]>::read(&mut cursor).unwrap();
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}
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VertexUsage::BlendWeights => {
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vertices[k as usize].bone_weight = <[f32; 4]>::read(&mut cursor).unwrap();
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}
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VertexUsage::BlendIndices => {
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vertices[k as usize].bone_id = <[u8; 4]>::read(&mut cursor).unwrap();
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}
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VertexUsage::Normal => {
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// TODO: normals are assumed to be half4
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vertices[k as usize].normal[0] = f16::from_bits(<u16 as BinRead>::read(&mut cursor).unwrap()).to_f32();
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vertices[k as usize].normal[1] = f16::from_bits(<u16 as BinRead>::read(&mut cursor).unwrap()).to_f32();
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vertices[k as usize].normal[2] = f16::from_bits(<u16 as BinRead>::read(&mut cursor).unwrap()).to_f32();
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}
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VertexUsage::UV => {
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vertices[k as usize].uv[0] = f16::from_bits(<u16 as BinRead>::read(&mut cursor).unwrap()).to_f32();
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vertices[k as usize].uv[1] = f16::from_bits(<u16 as BinRead>::read(&mut cursor).unwrap()).to_f32();
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}
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VertexUsage::Tangent2 => {}
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VertexUsage::Tangent1 => {}
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VertexUsage::Color => {}
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}
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}
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}
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cursor.seek(SeekFrom::Start((model_file_header.index_offsets[i as usize] + (model.meshes[j as usize].start_index * 2)) as u64)).ok()?;
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// TODO: optimize!
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let mut indices : Vec<u16> = Vec::with_capacity(model.meshes[j as usize].index_count as usize);
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for _ in 0..model.meshes[j as usize].index_count {
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indices.push(<u16 as BinRead>::read(&mut cursor).unwrap());
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}
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parts.push(Part {
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vertices,
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indices
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});
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}
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lods.push(Lod {
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parts
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});
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}
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Some(MDL {
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lods,
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affected_bone_names
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})
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}
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} |