/* ** Command & Conquer Renegade(tm) ** Copyright 2025 Electronic Arts Inc. ** ** This program is free software: you can redistribute it and/or modify ** it under the terms of the GNU General Public License as published by ** the Free Software Foundation, either version 3 of the License, or ** (at your option) any later version. ** ** This program is distributed in the hope that it will be useful, ** but WITHOUT ANY WARRANTY; without even the implied warranty of ** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the ** GNU General Public License for more details. ** ** You should have received a copy of the GNU General Public License ** along with this program. If not, see . */ /*********************************************************************************************** *** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S *** *********************************************************************************************** * * * Project Name : WW3D * * * * $Archive:: /Commando/Code/ww3d2/hmdldef.cpp $* * * * Author:: Greg_h * * * * $Modtime:: 1/08/01 10:04a $* * * * $Revision:: 1 $* * * *---------------------------------------------------------------------------------------------* * Functions: * * HModelDefClass::HModelDefClass -- Constructor * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */ #include "hmdldef.h" #include #include #include "w3d_file.h" #include "chunkio.h" #include "snappts.h" /*********************************************************************************************** * HModelDefClass::HModelDefClass -- Constructor * * * * INPUT: * * * * OUTPUT: * * * * WARNINGS: * * * * HISTORY: * * 12/15/97 GTH : Created. * *=============================================================================================*/ HModelDefClass::HModelDefClass(void) : SubObjectCount(0), SubObjects(NULL), SnapPoints(NULL) { } /*********************************************************************************************** * HModelDefClass::~HModelDefClass -- destructor * * * * INPUT: * * * * OUTPUT: * * * * WARNINGS: * * * * HISTORY: * * 08/11/1997 GH : Created. * *=============================================================================================*/ HModelDefClass::~HModelDefClass(void) { Free(); } /*********************************************************************************************** * HModelDefClass::Free -- de-allocate all memory in use * * * * INPUT: * * * * OUTPUT: * * * * WARNINGS: * * * * HISTORY: * * 08/11/1997 GH : Created. * *=============================================================================================*/ void HModelDefClass::Free(void) { if (SubObjects != NULL) { delete[] SubObjects; SubObjects = NULL; } SubObjectCount = 0; if (SnapPoints != NULL) { SnapPoints->Release_Ref(); SnapPoints = NULL; } } /*********************************************************************************************** * HModelDefClass::Load -- load a set of mesh connections from a file * * * * INPUT: * * * * OUTPUT: * * * * WARNINGS: * * * * HISTORY: * * 08/11/1997 GH : Created. * *=============================================================================================*/ int HModelDefClass::Load_W3D(ChunkLoadClass & cload) { bool pre30 = false; int subobjcounter = 0; Free(); /* ** Read the first chunk, it should be the header */ if (!cload.Open_Chunk()) { return false; } if (cload.Cur_Chunk_ID() != W3D_CHUNK_HMODEL_HEADER) { goto Error; } /* ** read in the header */ W3dHModelHeaderStruct header; if (cload.Read(&header,sizeof(W3dHModelHeaderStruct)) != sizeof(W3dHModelHeaderStruct)) { goto Error; } cload.Close_Chunk(); /* ** process the header info */ strncpy(ModelName,header.Name,W3D_NAME_LEN); ModelName[W3D_NAME_LEN - 1] = 0; strncpy(BasePoseName,header.HierarchyName,W3D_NAME_LEN); BasePoseName[W3D_NAME_LEN-1] = 0; strcpy(Name,ModelName); /* ** Just allocate a node for the number of sub objects we're expecting */ SubObjectCount = header.NumConnections; SubObjects = new HmdlNodeDefStruct[SubObjectCount]; if (SubObjects == NULL) { goto Error; } /* ** If this is pre-3.0 set a flag so that each render object's ** bone id will be incremented by one to account for the new ** root node added with version3.0 of the file format. Basically, ** I'm making all of the code assume that node 0 is the root and ** therefore, pre-3.0 files have to have it added and all of ** the indices adjusted */ if (header.Version < W3D_MAKE_VERSION(3,0)) { pre30 = true; } /* ** Process the rest of the chunks */ subobjcounter = 0; while (cload.Open_Chunk()) { switch (cload.Cur_Chunk_ID()) { case W3D_CHUNK_NODE: case W3D_CHUNK_COLLISION_NODE: case W3D_CHUNK_SKIN_NODE: if (!read_connection(cload,&(SubObjects[subobjcounter]),pre30)) { goto Error; } subobjcounter++; break; case W3D_CHUNK_POINTS: SnapPoints = new SnapPointsClass; SnapPoints->Load_W3D(cload); break; default: break; } cload.Close_Chunk(); } return OK; Error: return LOAD_ERROR; } /*********************************************************************************************** * HModelDefClass::read_connection -- read a single connection from the file * * * * INPUT: * * * * OUTPUT: * * * * WARNINGS: * * * * HISTORY: * * 08/11/1997 GH : Created. * * 10/22/97 GH : Check for mesh connections with PivotID=-1 * *=============================================================================================*/ bool HModelDefClass::read_connection(ChunkLoadClass & cload,HmdlNodeDefStruct * node,bool pre30) { W3dHModelNodeStruct con; if (cload.Read(&con,sizeof(W3dHModelNodeStruct)) != sizeof(W3dHModelNodeStruct)) { return false; } strcpy(node->RenderObjName,ModelName); strcat(node->RenderObjName,"."); strcat(node->RenderObjName,con.RenderObjName); if (pre30) { if (con.PivotIdx == 65535) { node->PivotID = 0; } else { node->PivotID = con.PivotIdx + 1; } } else { assert(con.PivotIdx != 65535); node->PivotID = con.PivotIdx; } return true; }