chore: update xmodel dumper code style

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Jan 2025-01-23 17:09:09 +00:00
parent f436cd6caa
commit 80fa61b45c
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@ -32,7 +32,9 @@
#include <cassert> #include <cassert>
#include <format> #include <format>
namespace GAME using namespace GAME;
namespace
{ {
std::string GetFileNameForLod(const std::string& modelName, const unsigned lod, const std::string& extension) std::string GetFileNameForLod(const std::string& modelName, const unsigned lod, const std::string& extension)
{ {
@ -223,10 +225,10 @@ namespace GAME
bone.globalOffset[1] = baseMat.trans.y; bone.globalOffset[1] = baseMat.trans.y;
bone.globalOffset[2] = baseMat.trans.z; bone.globalOffset[2] = baseMat.trans.z;
bone.globalRotation = { bone.globalRotation = {
baseMat.quat.x, .x = baseMat.quat.x,
baseMat.quat.y, .y = baseMat.quat.y,
baseMat.quat.z, .z = baseMat.quat.z,
baseMat.quat.w, .w = baseMat.quat.w,
}; };
if (boneNum < model->numRootBones) if (boneNum < model->numRootBones)
@ -234,7 +236,7 @@ namespace GAME
bone.localOffset[0] = 0; bone.localOffset[0] = 0;
bone.localOffset[1] = 0; bone.localOffset[1] = 0;
bone.localOffset[2] = 0; bone.localOffset[2] = 0;
bone.localRotation = {0, 0, 0, 1}; bone.localRotation = {.x = 0, .y = 0, .z = 0, .w = 1};
} }
else else
{ {
@ -245,10 +247,10 @@ namespace GAME
const auto& quat = model->quats[boneNum - model->numRootBones]; const auto& quat = model->quats[boneNum - model->numRootBones];
bone.localRotation = { bone.localRotation = {
QuatInt16::ToFloat(quat.v[0]), .x = QuatInt16::ToFloat(quat.v[0]),
QuatInt16::ToFloat(quat.v[1]), .y = QuatInt16::ToFloat(quat.v[1]),
QuatInt16::ToFloat(quat.v[2]), .z = QuatInt16::ToFloat(quat.v[2]),
QuatInt16::ToFloat(quat.v[3]), .w = QuatInt16::ToFloat(quat.v[3]),
}; };
} }
@ -391,7 +393,7 @@ namespace GAME
const auto& vertList = surface.vertList[vertListIndex]; const auto& vertList = surface.vertList[vertListIndex];
const auto boneWeightOffset = weightOffset; const auto boneWeightOffset = weightOffset;
weightCollection.weights[weightOffset++] = XModelBoneWeight{vertList.boneOffset / sizeof(DObjSkelMat), 1.0f}; weightCollection.weights[weightOffset++] = XModelBoneWeight{.boneIndex = vertList.boneOffset / sizeof(DObjSkelMat), .weight = 1.0f};
for (auto vertListVertexOffset = 0u; vertListVertexOffset < vertList.vertCount; vertListVertexOffset++) for (auto vertListVertexOffset = 0u; vertListVertexOffset < vertList.vertCount; vertListVertexOffset++)
{ {
@ -409,7 +411,7 @@ namespace GAME
{ {
const auto boneWeightOffset = weightOffset; const auto boneWeightOffset = weightOffset;
const auto boneIndex0 = surface.vertInfo.vertsBlend[vertsBlendOffset + 0] / sizeof(DObjSkelMat); const auto boneIndex0 = surface.vertInfo.vertsBlend[vertsBlendOffset + 0] / sizeof(DObjSkelMat);
weightCollection.weights[weightOffset++] = XModelBoneWeight{boneIndex0, 1.0f}; weightCollection.weights[weightOffset++] = XModelBoneWeight{.boneIndex = boneIndex0, .weight = 1.0f};
vertsBlendOffset += 1; vertsBlendOffset += 1;
@ -425,8 +427,8 @@ namespace GAME
const auto boneWeight1 = BoneWeight16(surface.vertInfo.vertsBlend[vertsBlendOffset + 2]); const auto boneWeight1 = BoneWeight16(surface.vertInfo.vertsBlend[vertsBlendOffset + 2]);
const auto boneWeight0 = 1.0f - boneWeight1; const auto boneWeight0 = 1.0f - boneWeight1;
weightCollection.weights[weightOffset++] = XModelBoneWeight{boneIndex0, boneWeight0}; weightCollection.weights[weightOffset++] = XModelBoneWeight{.boneIndex = boneIndex0, .weight = boneWeight0};
weightCollection.weights[weightOffset++] = XModelBoneWeight{boneIndex1, boneWeight1}; weightCollection.weights[weightOffset++] = XModelBoneWeight{.boneIndex = boneIndex1, .weight = boneWeight1};
vertsBlendOffset += 3; vertsBlendOffset += 3;
@ -444,9 +446,9 @@ namespace GAME
const auto boneWeight2 = BoneWeight16(surface.vertInfo.vertsBlend[vertsBlendOffset + 4]); const auto boneWeight2 = BoneWeight16(surface.vertInfo.vertsBlend[vertsBlendOffset + 4]);
const auto boneWeight0 = 1.0f - boneWeight1 - boneWeight2; const auto boneWeight0 = 1.0f - boneWeight1 - boneWeight2;
weightCollection.weights[weightOffset++] = XModelBoneWeight{boneIndex0, boneWeight0}; weightCollection.weights[weightOffset++] = XModelBoneWeight{.boneIndex = boneIndex0, .weight = boneWeight0};
weightCollection.weights[weightOffset++] = XModelBoneWeight{boneIndex1, boneWeight1}; weightCollection.weights[weightOffset++] = XModelBoneWeight{.boneIndex = boneIndex1, .weight = boneWeight1};
weightCollection.weights[weightOffset++] = XModelBoneWeight{boneIndex2, boneWeight2}; weightCollection.weights[weightOffset++] = XModelBoneWeight{.boneIndex = boneIndex2, .weight = boneWeight2};
vertsBlendOffset += 5; vertsBlendOffset += 5;
@ -466,10 +468,10 @@ namespace GAME
const auto boneWeight3 = BoneWeight16(surface.vertInfo.vertsBlend[vertsBlendOffset + 6]); const auto boneWeight3 = BoneWeight16(surface.vertInfo.vertsBlend[vertsBlendOffset + 6]);
const auto boneWeight0 = 1.0f - boneWeight1 - boneWeight2 - boneWeight3; const auto boneWeight0 = 1.0f - boneWeight1 - boneWeight2 - boneWeight3;
weightCollection.weights[weightOffset++] = XModelBoneWeight{boneIndex0, boneWeight0}; weightCollection.weights[weightOffset++] = XModelBoneWeight{.boneIndex = boneIndex0, .weight = boneWeight0};
weightCollection.weights[weightOffset++] = XModelBoneWeight{boneIndex1, boneWeight1}; weightCollection.weights[weightOffset++] = XModelBoneWeight{.boneIndex = boneIndex1, .weight = boneWeight1};
weightCollection.weights[weightOffset++] = XModelBoneWeight{boneIndex2, boneWeight2}; weightCollection.weights[weightOffset++] = XModelBoneWeight{.boneIndex = boneIndex2, .weight = boneWeight2};
weightCollection.weights[weightOffset++] = XModelBoneWeight{boneIndex3, boneWeight3}; weightCollection.weights[weightOffset++] = XModelBoneWeight{.boneIndex = boneIndex3, .weight = boneWeight3};
vertsBlendOffset += 7; vertsBlendOffset += 7;
@ -724,7 +726,10 @@ namespace GAME
const JsonDumper dumper(context, *assetFile); const JsonDumper dumper(context, *assetFile);
dumper.Dump(asset->Asset()); dumper.Dump(asset->Asset());
} }
} // namespace
namespace GAME
{
void DumpXModel(AssetDumpingContext& context, XAssetInfo<XModel>* asset) void DumpXModel(AssetDumpingContext& context, XAssetInfo<XModel>* asset)
{ {
DumpXModelJson(context, asset); DumpXModelJson(context, asset);