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OpenAssetTools/src/ObjWriting/XModel/XModelDumper.cpp.template
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2026-06-25 15:03:07 +02:00

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#options GAME (IW3, IW4, IW5, T4, T5, T6)
#filename "Game/" + GAME + "/XModel/XModelDumper" + GAME + ".cpp"
#set DUMPER_HEADER "\"XModelDumper" + GAME + ".h\""
#set COMMON_HEADER "\"Game/" + GAME + "/Common" + GAME + ".h\""
#set JSON_HEADER "\"Game/" + GAME + "/XModel/JsonXModel" + GAME + ".h\""
#set CONVERTER_HEADER "\"Game/" + GAME + "/XModel/XModelToCommonConverter" + GAME + ".h\""
#if GAME == "IW3"
#define FEATURE_IW3
#define GAME_LOWER "iw3"
#elif GAME == "IW4"
#define FEATURE_IW4
#define GAME_LOWER "iw4"
#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"
#elif GAME == "T6"
#define FEATURE_T6
#define GAME_LOWER "t6"
#endif
// This file was templated.
// See XModelDumper.cpp.template.
// Do not modify, changes will be lost.
#include DUMPER_HEADER
#include COMMON_HEADER
#include JSON_HEADER
#include CONVERTER_HEADER
#include "ObjWriting.h"
#include "Utils/DistinctMapper.h"
#include "Utils/QuatInt16.h"
#include "XModel/Export/XModelBinWriter.h"
#include "XModel/Export/XModelExportWriter.h"
#include "XModel/Gltf/GltfBinOutput.h"
#include "XModel/Gltf/GltfTextOutput.h"
#include "XModel/Gltf/GltfWriter.h"
#include "XModel/Obj/ObjWriter.h"
#include "XModel/XModelWriter.h"
#include <cassert>
#include <format>
using namespace GAME;
namespace
{
const char* AssetName(const char* input)
{
if (input && input[0] == ',')
return &input[1];
return input;
}
std::string GetFileNameForLod(const std::string& modelName, const unsigned lod, const std::string& extension)
{
return std::format("model_export/{}_lod{}{}", modelName, lod, extension);
}
void DumpObjMtl(const XModelCommon& common, const AssetDumpingContext& context, const XAssetInfo<XModel>& asset)
{
const auto& model = *asset.Asset();
const auto mtlFile = context.OpenAssetFile(std::format("model_export/{}.mtl", model.name));
if (!mtlFile)
return;
const auto* game = IGame::GetGameById(context.m_zone.m_game_id);
const auto writer = obj::CreateMtlWriter(*mtlFile, game->GetShortName(), context.m_zone.m_name);
DistinctMapper<Material*> materialMapper(model.numsurfs);
writer->Write(common);
}
void DumpObjLod(const XModelCommon& common, const AssetDumpingContext& context, const XAssetInfo<XModel>& asset, const unsigned lod)
{
const auto& model = *asset.Asset();
const auto assetFile = context.OpenAssetFile(GetFileNameForLod(model.name, lod, ".obj"));
if (!assetFile)
return;
const auto* game = IGame::GetGameById(context.m_zone.m_game_id);
const auto writer =
obj::CreateObjWriter(*assetFile, std::format("{}.mtl", model.name), game->GetShortName(), context.m_zone.m_name);
DistinctMapper<Material*> materialMapper(model.numsurfs);
writer->Write(common);
}
void DumpXModelExportLod(const XModelCommon& common, const AssetDumpingContext& context, const XAssetInfo<XModel>& asset, const unsigned lod)
{
const auto model = *asset.Asset();
const auto assetFile = context.OpenAssetFile(GetFileNameForLod(model.name, lod, ".xmodel_export"));
if (!assetFile)
return;
const auto* game = IGame::GetGameById(context.m_zone.m_game_id);
const auto writer = xmodel_export::CreateWriterForVersion6(*assetFile, game->GetShortName(), context.m_zone.m_name);
writer->Write(common);
}
void DumpXModelBinLod(const XModelCommon& common, const AssetDumpingContext& context, const XAssetInfo<XModel>& asset, const unsigned lod)
{
const auto& model = *asset.Asset();
const auto assetFile = context.OpenAssetFile(GetFileNameForLod(model.name, lod, ".xmodel_bin"));
if (!assetFile)
return;
const auto* game = IGame::GetGameById(context.m_zone.m_game_id);
const auto writer = xmodel_bin::CreateWriterForVersion7(*assetFile, game->GetShortName(), context.m_zone.m_name);
writer->Write(common);
}
template<typename T>
void DumpGltfLod(
const XModelCommon& common, const AssetDumpingContext& context, const XAssetInfo<XModel>& asset, const unsigned lod, const std::string& extension)
{
const auto& model = *asset.Asset();
const auto assetFile = context.OpenAssetFile(GetFileNameForLod(model.name, lod, extension));
if (!assetFile)
return;
const auto* game = IGame::GetGameById(context.m_zone.m_game_id);
const auto output = std::make_unique<T>(*assetFile);
const auto writer = gltf::Writer::CreateWriter(output.get(), game->GetShortName(), context.m_zone.m_name);
writer->Write(common);
}
#set CONVERTER_NAME "ToCommonConverter" + GAME
void DumpXModelSurfs(const AssetDumpingContext& context, const XAssetInfo<XModel>& asset)
{
const auto& model = *asset.Asset();
for (auto currentLod = 0u; currentLod < model.numLods; currentLod++)
{
const auto maybeCommon = xmodel::CONVERTER_NAME().Convert(asset, currentLod);
if (!maybeCommon)
{
con::warn("Failed to convert to convert xmodel \"{}\" (lod: {})", model.name, currentLod);
continue;
}
switch (ObjWriting::Configuration.ModelOutputFormat)
{
case ModelOutputFormat_e::OBJ:
DumpObjLod(*maybeCommon, context, asset, currentLod);
if (currentLod == 0u)
DumpObjMtl(*maybeCommon, context, asset);
break;
case ModelOutputFormat_e::XMODEL_EXPORT:
DumpXModelExportLod(*maybeCommon, context, asset, currentLod);
break;
case ModelOutputFormat_e::XMODEL_BIN:
DumpXModelBinLod(*maybeCommon, context, asset, currentLod);
break;
case ModelOutputFormat_e::GLTF:
DumpGltfLod<gltf::TextOutput>(*maybeCommon, context, asset, currentLod, ".gltf");
break;
case ModelOutputFormat_e::GLB:
DumpGltfLod<gltf::BinOutput>(*maybeCommon, context, asset, currentLod, ".glb");
break;
default:
assert(false);
break;
}
}
}
const char* GetExtensionForModelByConfig()
{
switch (ObjWriting::Configuration.ModelOutputFormat)
{
case ModelOutputFormat_e::XMODEL_EXPORT:
return ".xmodel_export";
case ModelOutputFormat_e::XMODEL_BIN:
return ".xmodel_bin";
case ModelOutputFormat_e::OBJ:
return ".obj";
case ModelOutputFormat_e::GLTF:
return ".gltf";
case ModelOutputFormat_e::GLB:
return ".glb";
default:
assert(false);
return "";
}
}
bool IsAnimated(const XModel& model)
{
#if defined(FEATURE_IW4) || defined(FEATURE_IW5)
for (auto i = 0u; i < model.numLods; i++)
{
const auto& lod = model.lodInfo[i];
if (lod.modelSurfs == nullptr || lod.modelSurfs->surfs == nullptr)
continue;
for (auto j = 0u; j < lod.modelSurfs->numsurfs; j++)
{
const auto& surf = model.lodInfo[i].modelSurfs->surfs[j];
if (surf.vertInfo.vertsBlend)
return true;
}
}
#else
for (auto i = 0u; i < model.numsurfs; i++)
{
const auto& surf = model.surfs[i];
if (surf.vertInfo.vertsBlend)
return true;
}
#endif
return false;
}
bool HasNulledTrans(const XModel& model)
{
if (model.trans == nullptr)
return true;
const auto transCount = (model.numBones - model.numRootBones) * 3u;
for (auto i = 0u; i < transCount; i++)
{
if (model.trans[i] != 0)
return false;
}
return true;
}
bool HasNonNullBoneInfoTrans(const XModel& model)
{
if (model.boneInfo == nullptr)
return false;
for (auto i = 0u; i < model.numBones; i++)
{
const auto& boneInfo = model.boneInfo[i];
#if defined(FEATURE_IW4) || defined(FEATURE_IW5)
if (boneInfo.bounds.midPoint.x != 0 || boneInfo.bounds.midPoint.y != 0 || boneInfo.bounds.midPoint.z != 0)
return true;
#else
if (boneInfo.offset.x != 0 || boneInfo.offset.y != 0 || boneInfo.offset.z != 0)
return true;
#endif
}
return false;
}
JsonXModelType GetType(const XModel& model)
{
if (!IsAnimated(model))
return JsonXModelType::RIGID;
if (HasNulledTrans(model) && HasNonNullBoneInfoTrans(model))
return JsonXModelType::VIEWHANDS;
return JsonXModelType::ANIMATED;
}
void SetJsonRootBoneName(AssetDumpingContext& context, JsonXModel& jXModel, const XModel& model)
{
assert(model.boneNames);
assert(model.boneNames[0] < context.m_zone.m_script_strings.Count());
assert(model.numRootBones <= 1);
if (!model.boneNames || model.boneNames[0] >= context.m_zone.m_script_strings.Count() || model.numRootBones == 0)
return;
const auto& rootBoneName = context.m_zone.m_script_strings[model.boneNames[0]];
if (rootBoneName != xmodel::DEFAULT_XMODEL_ROOT_BONE_NAME)
jXModel.rootBoneName = rootBoneName;
}
bool GetSurfaces(const XModel& model, const unsigned lod, XSurface*& surfs, unsigned& surfCount)
{
#if defined(FEATURE_IW4) || defined(FEATURE_IW5)
if (!model.lodInfo[lod].modelSurfs || !model.lodInfo[lod].modelSurfs->surfs)
return false;
surfs = model.lodInfo[lod].modelSurfs->surfs;
surfCount = model.lodInfo[lod].modelSurfs->numsurfs;
#else
if (!model.surfs)
return false;
surfs = &model.surfs[model.lodInfo[lod].surfIndex];
surfCount = model.lodInfo[lod].numsurfs;
#endif
return true;
}
bool HasDefaultArmatureForLod(const XModel& model, const unsigned lod)
{
if (model.numRootBones != 1 || model.numBones != 1)
return false;
XSurface* surfs;
unsigned surfCount;
if (!GetSurfaces(model, lod, surfs, surfCount))
return true;
for (auto surfIndex = 0u; surfIndex < surfCount; surfIndex++)
{
const auto& surface = surfs[surfIndex];
if (surface.vertListCount != 1 || surface.vertInfo.vertsBlend)
return false;
const auto& vertList = surface.vertList[0];
#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.
// The "one tri missing" is not supported by the exporter anyway.
if (vertList.boneOffset != 0 || vertList.triOffset != 0 || vertList.vertCount != surface.vertCount)
#else
if (vertList.boneOffset != 0 || vertList.triOffset != 0 || vertList.triCount != surface.triCount || vertList.vertCount != surface.vertCount)
#endif
return false;
}
return true;
}
bool HasDefaultArmatureForAllLods(const XModel& model)
{
for (auto lod = 0u; lod < model.numLods; lod++)
{
if (!HasDefaultArmatureForLod(model, lod))
return false;
}
return true;
}
bool CanOmitDefaultArmature()
{
return ObjWriting::Configuration.ModelOutputFormat != ModelOutputFormat_e::XMODEL_EXPORT
&& ObjWriting::Configuration.ModelOutputFormat != ModelOutputFormat_e::XMODEL_BIN;
}
void CreateJsonXModel(AssetDumpingContext& context, JsonXModel& jXModel, const XModel& model)
{
if (model.collLod >= 0)
jXModel.collLod = model.collLod;
jXModel.type = GetType(model);
if (CanOmitDefaultArmature() && HasDefaultArmatureForAllLods(model))
{
// If we are going to omit the armature, we need to make sure we remember the root bone name.
// It does not follow a specific pattern, may not be identical to the xmodel name and
// may be required for attaching the xmodel.
SetJsonRootBoneName(context, jXModel, model);
}
for (auto lodNumber = 0u; lodNumber < model.numLods; lodNumber++)
{
JsonXModelLod lod;
lod.file = std::format("model_export/{}_lod{}{}", model.name, lodNumber, GetExtensionForModelByConfig());
lod.distance = model.lodInfo[lodNumber].dist;
jXModel.lods.emplace_back(std::move(lod));
}
if (model.physPreset && model.physPreset->name)
jXModel.physPreset = AssetName(model.physPreset->name);
#if defined(FEATURE_IW4) || defined(FEATURE_IW5)
if (model.physCollmap && model.physCollmap->name)
jXModel.physCollmap = AssetName(model.physCollmap->name);
#endif
#if defined(FEATURE_T4) || defined(FEATURE_T5) || defined(FEATURE_T6)
if (model.physConstraints && model.physConstraints->name)
jXModel.physConstraints = AssetName(model.physConstraints->name);
#endif
jXModel.flags = model.flags;
#ifdef FEATURE_T6
jXModel.lightingOriginOffset.x = model.lightingOriginOffset.x;
jXModel.lightingOriginOffset.y = model.lightingOriginOffset.y;
jXModel.lightingOriginOffset.z = model.lightingOriginOffset.z;
jXModel.lightingOriginRange = model.lightingOriginRange;
#endif
}
void DumpXModelJson(AssetDumpingContext& context, const XAssetInfo<XModel>& asset)
{
const auto assetFile = context.OpenAssetFile(xmodel::GetJsonFileNameForAssetName(asset.m_name));
if (!assetFile)
return;
const auto& model = *asset.Asset();
JsonXModel jsonXModel;
CreateJsonXModel(context, jsonXModel, model);
nlohmann::json jRoot = jsonXModel;
jRoot["$schema"] = "http://openassettools.dev/schema/xmodel.v1.json";
jRoot["_type"] = "xmodel";
jRoot["_version"] = 2;
jRoot["_game"] = GAME_LOWER;
*assetFile << std::setw(4) << jRoot << "\n";
}
} // namespace
#set CLASS_NAME "Dumper" + GAME
namespace xmodel
{
void CLASS_NAME::DumpAsset(AssetDumpingContext& context, const XAssetInfo<AssetXModel::Type>& asset)
{
DumpXModelJson(context, asset);
DumpXModelSurfs(context, asset);
}
}