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https://github.com/Laupetin/OpenAssetTools.git
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feat: load non-rigid xmodels from gltf
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@@ -429,8 +429,7 @@ namespace
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const auto rigidBoneIndexForTri = GetRigidBoneIndicesForTris(vertexIndices, surface, common);
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std::vector<size_t> triSortList(surface.triCount);
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std::iota(triSortList.begin(), triSortList.end(), 0);
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std::ranges::iota(triSortList, 0);
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std::ranges::sort(triSortList,
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[&rigidBoneIndexForTri](const size_t triIndex0, const size_t triIndex1)
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{
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@@ -509,9 +508,96 @@ namespace
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}
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}
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void CreateVertsBlendData(XSurface& surface, const std::vector<size_t>& vertexIndices, const XModelCommon& common)
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static uint16_t BoneWeight16(const float value)
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{
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// TODO
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return static_cast<uint16_t>(value * static_cast<float>(std::numeric_limits<uint16_t>::max()));
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}
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void CreateVertsBlendData(XSurface& surface, const std::vector<size_t>& vertexIndices, const XModelCommon& common) const
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{
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std::vector<uint16_t> vertsBlendData;
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const auto vertexCount = vertexIndices.size();
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auto vertexIndex = 0uz;
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// Reserve the minimum amount of data we know will follow
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vertsBlendData.reserve(vertexCount);
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while (vertexIndex < vertexCount)
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{
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const auto& boneWeights = common.m_vertex_bone_weights[vertexIndices[vertexIndex]];
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if (boneWeights.weightCount > 1)
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break;
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const auto& weight0 = common.m_bone_weight_data.weights[boneWeights.weightOffset];
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vertsBlendData.emplace_back(static_cast<uint16_t>(weight0.boneIndex * sizeof(DObjSkelMat)));
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vertexIndex++;
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surface.vertInfo.vertCount[0]++;
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}
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vertsBlendData.reserve(vertsBlendData.size() + (vertexCount - vertexIndex) * 3u);
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while (vertexIndex < vertexCount)
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{
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const auto& boneWeights = common.m_vertex_bone_weights[vertexIndices[vertexIndex]];
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if (boneWeights.weightCount > 2)
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break;
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const auto& weight0 = common.m_bone_weight_data.weights[boneWeights.weightOffset + 0];
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const auto& weight1 = common.m_bone_weight_data.weights[boneWeights.weightOffset + 1];
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vertsBlendData.emplace_back(static_cast<uint16_t>(weight0.boneIndex * sizeof(DObjSkelMat)));
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vertsBlendData.emplace_back(static_cast<uint16_t>(weight1.boneIndex * sizeof(DObjSkelMat)));
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vertsBlendData.emplace_back(BoneWeight16(weight1.weight));
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vertexIndex++;
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surface.vertInfo.vertCount[1]++;
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}
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vertsBlendData.reserve(vertsBlendData.size() + (vertexCount - vertexIndex) * 5u);
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while (vertexIndex < vertexCount)
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{
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const auto& boneWeights = common.m_vertex_bone_weights[vertexIndices[vertexIndex]];
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if (boneWeights.weightCount > 3)
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break;
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const auto& weight0 = common.m_bone_weight_data.weights[boneWeights.weightOffset + 0];
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const auto& weight1 = common.m_bone_weight_data.weights[boneWeights.weightOffset + 1];
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const auto& weight2 = common.m_bone_weight_data.weights[boneWeights.weightOffset + 2];
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vertsBlendData.emplace_back(static_cast<uint16_t>(weight0.boneIndex * sizeof(DObjSkelMat)));
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vertsBlendData.emplace_back(static_cast<uint16_t>(weight1.boneIndex * sizeof(DObjSkelMat)));
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vertsBlendData.emplace_back(BoneWeight16(weight1.weight));
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vertsBlendData.emplace_back(static_cast<uint16_t>(weight2.boneIndex * sizeof(DObjSkelMat)));
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vertsBlendData.emplace_back(BoneWeight16(weight2.weight));
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vertexIndex++;
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surface.vertInfo.vertCount[2]++;
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}
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vertsBlendData.reserve(vertsBlendData.size() + (vertexCount - vertexIndex) * 7u);
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while (vertexIndex < vertexCount)
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{
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const auto& boneWeights = common.m_vertex_bone_weights[vertexIndices[vertexIndex]];
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const auto& weight0 = common.m_bone_weight_data.weights[boneWeights.weightOffset + 0];
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const auto& weight1 = common.m_bone_weight_data.weights[boneWeights.weightOffset + 1];
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const auto& weight2 = common.m_bone_weight_data.weights[boneWeights.weightOffset + 2];
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const auto& weight3 = common.m_bone_weight_data.weights[boneWeights.weightOffset + 3];
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vertsBlendData.emplace_back(static_cast<uint16_t>(weight0.boneIndex * sizeof(DObjSkelMat)));
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vertsBlendData.emplace_back(static_cast<uint16_t>(weight1.boneIndex * sizeof(DObjSkelMat)));
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vertsBlendData.emplace_back(BoneWeight16(weight1.weight));
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vertsBlendData.emplace_back(static_cast<uint16_t>(weight2.boneIndex * sizeof(DObjSkelMat)));
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vertsBlendData.emplace_back(BoneWeight16(weight2.weight));
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vertsBlendData.emplace_back(static_cast<uint16_t>(weight3.boneIndex * sizeof(DObjSkelMat)));
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vertsBlendData.emplace_back(BoneWeight16(weight3.weight));
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vertexIndex++;
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surface.vertInfo.vertCount[3]++;
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}
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surface.vertInfo.vertsBlend = m_memory.Alloc<uint16_t>(vertsBlendData.size());
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std::memcpy(surface.vertInfo.vertsBlend, vertsBlendData.data(), sizeof(uint16_t) * vertsBlendData.size());
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}
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static void ReorderVerticesByWeightCount(std::vector<size_t>& vertexIndices, const XSurface& surface, const XModelCommon& common)
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@@ -521,8 +607,7 @@ namespace
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const auto vertexCount = vertexIndices.size();
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std::vector<size_t> reorderLookup(vertexCount);
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std::iota(reorderLookup.begin(), reorderLookup.end(), 0);
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std::ranges::iota(reorderLookup, 0);
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std::ranges::sort(reorderLookup,
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[&common, &vertexIndices](const size_t& i0, const size_t& i1)
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{
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@@ -629,15 +714,16 @@ namespace
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if (!common.m_bone_weight_data.weights.empty())
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{
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// Since bone weights are sorted by weight count, the last must have the highest weight count
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const auto hasVertsBlend =
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common.m_vertex_bone_weights[xmodelToCommonVertexIndexLookup[xmodelToCommonVertexIndexLookup.size() - 1]].weightCount > 1;
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if (!hasVertsBlend)
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const auto maxWeightCount =
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common.m_vertex_bone_weights[xmodelToCommonVertexIndexLookup[xmodelToCommonVertexIndexLookup.size() - 1]].weightCount;
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if (maxWeightCount == 0) // XModel is rigid
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CreateVertListData(surface, xmodelToCommonVertexIndexLookup, common);
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else if (maxWeightCount < std::extent_v<decltype(XSurfaceVertexInfo::vertCount)> + 1)
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CreateVertsBlendData(surface, xmodelToCommonVertexIndexLookup, common);
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else
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{
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CreateVertsBlendData(surface, xmodelToCommonVertexIndexLookup, common);
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std::cerr << "Only rigid models are supported at the moment\n";
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std::cerr << std::format("Models must not have vertices that are influenced by more than {} bones\n",
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std::extent_v<decltype(XSurfaceVertexInfo::vertCount)> + 1);
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return false;
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}
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}
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@@ -936,7 +1022,7 @@ namespace
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ZoneScriptStrings& m_script_strings;
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PartClassificationState m_part_classification_state;
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};
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} // namespace GAME
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} // namespace
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namespace GAME
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{
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