This repository has been archived on 2025-02-27. You can view files and clone it, but cannot push or open issues or pull requests.
CnC_Renegade/Code/ww3d2/hmdldef.cpp

257 lines
11 KiB
C++

/*
** 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 <http://www.gnu.org/licenses/>.
*/
/***********************************************************************************************
*** 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 <assert.h>
#include <string.h>
#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;
}