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mirror of https://github.com/Laupetin/OpenAssetTools.git synced 2026-06-26 10:58:04 +00:00

feat: T4 XModel dumper (#852)

This commit is contained in:
mo
2026-06-25 14:03:07 +01:00
committed by GitHub
parent e4d819c8ea
commit 8c61fa3b62
8 changed files with 38 additions and 18 deletions
+1 -1
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@@ -130,7 +130,7 @@ The following section specify which assets are supported to be dumped to disk (u
| PhysConstraints | ❌ | ❌ | |
| DestructibleDef | ❌ | ❌ | |
| XAnimParts | ❌ | ❌ | |
| XModel | | ❌ | |
| XModel | | ❌ | Model data can be exported to `XMODEL_EXPORT/XMODEL_BIN`, `OBJ`, `GLB/GLTF`. |
| Material | ❌ | ❌ | |
| MaterialTechniqueSet | ❌ | ❌ | |
| GfxImage | ✅ | ❌ | A few special image encodings are not yet supported. |
+5 -3
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@@ -1,4 +1,4 @@
#options GAME (IW3, IW4, IW5, T5, T6)
#options GAME (IW3, IW4, IW5, T4, T5, T6)
#filename "Game/" + GAME + "/XModel/JsonXModel" + GAME + ".h"
@@ -10,6 +10,8 @@
#define FEATURE_IW4
#elif GAME == "IW5"
#define FEATURE_IW5
#elif GAME == "T4"
#define FEATURE_T4
#elif GAME == "T5"
#define FEATURE_T5
#elif GAME == "T6"
@@ -61,7 +63,7 @@ namespace GAME
std::optional<std::string> physPreset;
#if defined(FEATURE_IW4) || defined(FEATURE_IW5)
std::optional<std::string> physCollmap;
#elif defined(FEATURE_T5) || defined(FEATURE_T6)
#elif defined(FEATURE_T4) || defined(FEATURE_T5) || defined(FEATURE_T6)
std::optional<std::string> physConstraints;
#endif
#if defined(FEATURE_T6)
@@ -80,7 +82,7 @@ namespace GAME
physPreset,
#if defined(FEATURE_IW4) || defined(FEATURE_IW5)
physCollmap,
#elif defined(FEATURE_T5) || defined(FEATURE_T6)
#elif defined(FEATURE_T4) || defined(FEATURE_T5) || defined(FEATURE_T6)
physConstraints,
#endif
#if defined(FEATURE_T6)
+2
View File
@@ -1,6 +1,7 @@
#include "ObjWriterT4.h"
#include "Game/T4/Image/ImageDumperT4.h"
#include "Game/T4/XModel/XModelDumperT4.h"
#include "Localize/LocalizeDumperT4.h"
#include "RawFile/RawFileDumperT4.h"
#include "StringTable/StringTableDumperT4.h"
@@ -9,6 +10,7 @@ using namespace T4;
void ObjWriter::RegisterAssetDumpers(AssetDumpingContext& context)
{
RegisterAssetDumper(std::make_unique<xmodel::DumperT4>());
RegisterAssetDumper(std::make_unique<image::DumperT4>());
RegisterAssetDumper(std::make_unique<localize::DumperT4>());
RegisterAssetDumper(std::make_unique<raw_file::DumperT4>());
@@ -1,4 +1,4 @@
#options GAME (IW3, IW4, IW5, T5, T6)
#options GAME (IW3, IW4, IW5, T4, T5, T6)
#filename "Game/" + GAME + "/XModel/XModelDumper" + GAME + ".cpp"
@@ -16,6 +16,9 @@
#elif GAME == "IW5"
#define FEATURE_IW5
#define GAME_LOWER "iw5"
#elif GAME == "T4"
#define FEATURE_T4
#define GAME_LOWER "t4"
#elif GAME == "T5"
#define FEATURE_T5
#define GAME_LOWER "t5"
@@ -331,7 +334,7 @@ namespace
return false;
const auto& vertList = surface.vertList[0];
#ifdef FEATURE_IW3
#if defined(FEATURE_IW3) || defined(FEATURE_T4)
// IW3 has some models that are missing 1 (a single) tri in its first lod.
// It is not contained in any vert list or blend
// I think this is a bug (?), so omit anyway.
@@ -395,7 +398,7 @@ namespace
jXModel.physCollmap = AssetName(model.physCollmap->name);
#endif
#if defined(FEATURE_T5) || defined(FEATURE_T6)
#if defined(FEATURE_T4) || defined(FEATURE_T5) || defined(FEATURE_T6)
if (model.physConstraints && model.physConstraints->name)
jXModel.physConstraints = AssetName(model.physConstraints->name);
#endif
@@ -1,4 +1,4 @@
#options GAME (IW3, IW4, IW5, T5, T6)
#options GAME (IW3, IW4, IW5, T4, T5, T6)
#filename "Game/" + GAME + "/XModel/XModelDumper" + GAME + ".h"
@@ -3,6 +3,7 @@
#include "Game/IW3/XModel/XModelToCommonConverterIW3.h"
#include "Game/IW4/XModel/XModelToCommonConverterIW4.h"
#include "Game/IW5/XModel/XModelToCommonConverterIW5.h"
#include "Game/T4/XModel/XModelToCommonConverterT4.h"
#include "Game/T5/XModel/XModelToCommonConverterT5.h"
#include "Game/T6/XModel/XModelToCommonConverterT6.h"
@@ -16,7 +17,7 @@ namespace xmodel
new ToCommonConverterIW3(),
new ToCommonConverterIW4(),
new ToCommonConverterIW5(),
nullptr,
new ToCommonConverterT4(),
new ToCommonConverterT5(),
new ToCommonConverterT6(),
};
@@ -1,4 +1,4 @@
#options GAME (IW3, IW4, IW5, T5, T6)
#options GAME (IW3, IW4, IW5, T4, T5, T6)
#filename "Game/" + GAME + "/XModel/XModelToCommonConverter" + GAME + ".cpp"
@@ -11,6 +11,8 @@
#define FEATURE_IW4
#elif GAME == "IW5"
#define FEATURE_IW5
#elif GAME == "T4"
#define FEATURE_T4
#elif GAME == "T5"
#define FEATURE_T5
#elif GAME == "T6"
@@ -54,7 +56,7 @@ namespace
{
MaterialTextureDef* def = &material->textureTable[textureIndex];
#if defined(FEATURE_IW3) || defined(FEATURE_IW4) || defined(FEATURE_IW5)
#if defined(FEATURE_IW3) || defined(FEATURE_IW4) || defined(FEATURE_IW5) || defined(FEATURE_T4)
if (def->semantic == TS_COLOR_MAP)
potentialTextureDefs.push_back(def);
#else
@@ -178,7 +180,7 @@ namespace
return false;
const auto& vertList = surface.vertList[0];
#ifdef FEATURE_IW3
#if defined(FEATURE_IW3) || defined(FEATURE_T4)
// IW3 has some models that are missing 1 (a single) tri in its first lod.
// It is not contained in any vert list or blend
// I think this is a bug (?), so omit anyway.
@@ -403,7 +405,7 @@ namespace
if (surface.vertList)
{
#if defined(FEATURE_IW3) || defined(FEATURE_IW4)
#if defined(FEATURE_IW3) || defined(FEATURE_IW4) || defined(FEATURE_T4)
assert(!surface.deformed);
#else
assert((surface.flags & XSURFACE_FLAG_DEFORMED) == 0);
@@ -428,7 +430,7 @@ namespace
auto vertsBlendOffset = 0u;
if (surface.vertInfo.vertsBlend)
{
#if defined(FEATURE_IW3) || defined(FEATURE_IW4)
#if defined(FEATURE_IW3) || defined(FEATURE_IW4) || defined(FEATURE_T4)
assert(surface.deformed);
#else
assert((surface.flags & XSURFACE_FLAG_DEFORMED) > 0);
@@ -530,14 +532,24 @@ namespace
auto& object = out.m_objects[surfIndex];
object.m_faces.reserve(surface.triCount);
#ifdef FEATURE_T4
// T4 tri indices are local to the surface, while baseVertIndex does not match
// the flattened common vertex buffer we build here.
auto surfaceVertexOffset = 0u;
for (auto previousSurfIndex = 0u; previousSurfIndex < surfIndex; previousSurfIndex++)
surfaceVertexOffset += surfs[previousSurfIndex].vertCount;
#else
const auto surfaceVertexOffset = surface.baseVertIndex;
#endif
for (auto triIndex = 0u; triIndex < surface.triCount; triIndex++)
{
const auto& tri = surface.triIndices[triIndex];
XModelFace face{};
face.vertexIndex[0] = tri.i[0] + surface.baseVertIndex;
face.vertexIndex[1] = tri.i[1] + surface.baseVertIndex;
face.vertexIndex[2] = tri.i[2] + surface.baseVertIndex;
face.vertexIndex[0] = tri.i[0] + surfaceVertexOffset;
face.vertexIndex[1] = tri.i[1] + surfaceVertexOffset;
face.vertexIndex[2] = tri.i[2] + surfaceVertexOffset;
object.m_faces.emplace_back(face);
}
}
@@ -1,4 +1,4 @@
#options GAME (IW3, IW4, IW5, T5, T6)
#options GAME (IW3, IW4, IW5, T4, T5, T6)
#filename "Game/" + GAME + "/XModel/XModelToCommonConverter" + GAME + ".h"