botw/src/KingSystem/Resource/resResourceModelList.cpp

365 lines
15 KiB
C++

#include "KingSystem/Resource/resResourceModelList.h"
#include <container/seadSafeArray.h>
#include "KingSystem/Resource/resModelResourceDivide.h"
namespace ksys::res {
namespace {
sead::SafeString str_ModelData{"ModelData"};
sead::SafeString str_Unit{"Unit"};
sead::SafeString str_AnmTarget{"AnmTarget"};
sead::SafeString str_Partial{"Partial"};
sead::SafeArray<const char*, 6> sLocatorTypes{{
"Trunk",
"Branch",
"GlowStone",
"OnTree",
"MagnePos",
"StopTimerPos",
}};
constexpr u32 NumUnitMax = 8;
} // namespace
ModelList::ModelList() : ParamIO("modellist", 0) {}
ModelList::~ModelList() {
for (auto& entry : mModelData)
entry.units.freeBuffer();
mModelData.freeBuffer();
for (auto& entry : mAnmTargets)
entry.partials.freeBuffer();
mAnmTargets.freeBuffer();
}
void ModelList::doCreate_(u8* buffer, u32 buffer_size, sead::Heap* heap) {}
// NON_MATCHING: reorderings
bool ModelList::parse_(u8* data, size_t size, sead::Heap* heap) {
agl::utl::ResParameterArchive archive{data};
const auto root = archive.getRootList();
const auto model_data_list = agl::utl::getResParameterList(root, str_ModelData);
if (model_data_list.ptr() && model_data_list.getResParameterListNum() > 0) {
if (!parseModelData(model_data_list, heap))
return false;
}
addList(&mModelDataList, str_ModelData);
const auto anm_target_list = agl::utl::getResParameterList(root, str_AnmTarget);
if (anm_target_list.ptr() && anm_target_list.getResParameterListNum() > 0) {
if (!parseAnmTarget(anm_target_list, heap))
return false;
}
addList(&mAnmTargetList, str_AnmTarget);
mControllerInfo->mAddColor.init({0.0, 0.0, 0.0, 0.0}, "AddColor", "", &mControllerInfo->mObj);
mControllerInfo->mMulColor.init({1.0, 1.0, 1.0, 1.0}, "MulColor", "", &mControllerInfo->mObj);
mControllerInfo->mBaseScale.init(sead::Vector3f::ones, "BaseScale", "", &mControllerInfo->mObj);
mControllerInfo->mVariationMatAnim.init("", "VariationMatAnim", "", &mControllerInfo->mObj);
mControllerInfo->mVariationMatAnimFrame.init(0, "VariationMatAnimFrame", "",
&mControllerInfo->mObj);
mControllerInfo->mVariationShaderAnim.init("", "VariationShaderAnim", "",
&mControllerInfo->mObj);
mControllerInfo->mVariationShaderAnimFrame.init(0, "VariationShaderAnimFrame", "",
&mControllerInfo->mObj);
mControllerInfo->mCalcAABBASKey.init("Wait", "CalcAABBASKey", "", &mControllerInfo->mObj);
addObj(&mControllerInfo->mObj, sead::FormatFixedSafeString<128>("ControllerInfo"));
mAttention->mIsEnableAttention.init(false, "IsEnableAttention", "", &mAttention->mObj);
mAttention->mLookAtBone.init("", "LookAtBone", "", &mAttention->mObj);
mAttention->mLookAtOffset.init(sead::Vector3f::zero, "LookAtOffset", "", &mAttention->mObj);
mAttention->mCursorOffsetY.init(0.0, "CursorOffsetY", "", &mAttention->mObj);
mAttention->mAIInfoOffsetY.init(0.0, "AIInfoOffsetY", "", &mAttention->mObj);
mAttention->mCutTargetBone.init("", "CutTargetBone", "", &mAttention->mObj);
mAttention->mCutTargetOffset.init(sead::Vector3f::zero, "CutTargetOffset", "",
&mAttention->mObj);
mAttention->mGameCameraBone.init("", "GameCameraBone", "", &mAttention->mObj);
mAttention->mGameCameraOffset.init(sead::Vector3f::zero, "GameCameraOffset", "",
&mAttention->mObj);
mAttention->mBowCameraBone.init("", "BowCameraBone", "", &mAttention->mObj);
mAttention->mBowCameraOffset.init(sead::Vector3f::zero, "BowCameraOffset", "",
&mAttention->mObj);
mAttention->mAttackTargetBone.init("", "AttackTargetBone", "", &mAttention->mObj);
mAttention->mAttackTargetOffset.init(sead::Vector3f::zero, "AttackTargetOffset", "",
&mAttention->mObj);
mAttention->mAttackTargetOffsetBack.init(0.0, "AttackTargetOffsetBack", "", &mAttention->mObj);
mAttention->mAtObstacleChkUseLookAtPos.init(true, "AtObstacleChkUseLookAtPos", "",
&mAttention->mObj);
mAttention->mAtObstacleChkOffsetBone.init("", "AtObstacleChkOffsetBone", "", &mAttention->mObj);
mAttention->mAtObstacleChkOffset.init(sead::Vector3f::zero, "AtObstacleChkOffset", "",
&mAttention->mObj);
mAttention->mCursorAIInfoBaseBone.init("", "CursorAIInfoBaseBone", "", &mAttention->mObj);
mAttention->mCursorAIInfoBaseOffset.init(sead::Vector3f::zero, "CursorAIInfoBaseOffset", "",
&mAttention->mObj);
addObj(&mAttention->mObj, sead::FormatFixedSafeString<128>("Attention"));
if (data) {
applyResParameterArchive(agl::utl::ResParameterArchive{data});
mRawData = data;
}
return true;
}
bool ModelList::parseModelData(const agl::utl::ResParameterList& res, sead::Heap* heap) {
if (!mModelData.tryAllocBuffer(res.getResParameterListNum() != 0, heap))
return false;
sead::FixedSafeString<32> list_name{str_ModelData};
list_name.append("_");
const auto list_name_base_len = list_name.calcLength();
for (auto it = mModelData.begin(), it_end = mModelData.end(); it != it_end; ++it) {
list_name.trim(list_name_base_len);
list_name.appendWithFormat("%d", it.getIndex());
it->folder.init("", "Folder", "", &it->base_obj);
it->list.addObj(&it->base_obj, "Base");
const auto unit_list =
agl::utl::getResParameterList(res.getResParameterList(it.getIndex()), str_Unit);
if (unit_list.ptr()) {
const u32 num_units = unit_list.getResParameterObjNum();
if (num_units != 0) {
if (!it->units.tryAllocBuffer(std::min(num_units, NumUnitMax), heap))
return false;
sead::FixedSafeString<32> unit_name{str_Unit};
unit_name.append("_");
const auto unit_name_base_len = unit_name.calcLength();
for (auto unit = it->units.begin(), end = it->units.end(); unit != end; ++unit) {
unit_name.trim(unit_name_base_len);
unit_name.appendWithFormat("%d", unit.getIndex());
unit->unit_name.init("", "UnitName", "", &unit->obj);
unit->bind_bone.init("", "BindBone", "", &unit->obj);
it->unit_list.addObj(&unit->obj, unit_name);
}
}
}
it->list.addList(&it->unit_list, str_Unit);
mModelDataList.addList(&it->list, list_name);
}
return true;
}
bool ModelList::parseAnmTarget(const agl::utl::ResParameterList& res, sead::Heap* heap) {
if (!mAnmTargets.tryAllocBuffer(std::min<u32>(res.getResParameterListNum(), NumUnitMax), heap))
return false;
sead::FixedSafeString<32> list_name{str_AnmTarget};
list_name.append("_");
const auto list_name_base_len = list_name.calcLength();
for (auto it = mAnmTargets.begin(), it_end = mAnmTargets.end(); it != it_end; ++it) {
list_name.trim(list_name_base_len);
list_name.appendWithFormat("%d", it.getIndex());
it->num_as_slot.init(0, "NumASSlot", "", &it->base_obj);
// "is particle enabled" (particle is misspelled as "partical" [sic])
it->is_partical_enable.init(false, "IsParticalEnable", "", &it->base_obj);
it->target_type.init(0, "TargetType", "", &it->base_obj);
it->list.addObj(&it->base_obj, "Base");
const auto partials =
agl::utl::getResParameterList(res.getResParameterList(it.getIndex()), str_Partial);
if (partials.ptr() && partials.getResParameterObjNum() != 0) {
if (!it->partials.tryAllocBuffer(partials.getResParameterObjNum(), heap))
return false;
sead::FixedSafeString<32> partial_name{str_Partial};
partial_name.append("_");
const auto partial_name_base_len = partial_name.calcLength();
for (auto partial = it->partials.begin(), partial_end = it->partials.end();
partial != partial_end; ++partial) {
partial_name.trim(partial_name_base_len);
partial_name.appendWithFormat("%d", partial.getIndex());
partial->bone.init("", "Bone", "", &partial->obj);
partial->bind_flag.init(0, "BindFlg", "", &partial->obj);
partial->recursible.init(true, "Recursible", "", &partial->obj);
it->partial_list.addObj(&partial->obj, partial_name);
}
}
it->list.addList(&it->partial_list, str_Partial);
mAnmTargetList.addList(&it->list, list_name);
}
return true;
}
int ModelList::getNumAnmTargets() const {
return mAnmTargets.size();
}
void ModelList::getModelDataInfo(ModelList::ModelDataInfo* info) const {
*info = {};
if (mModelData.size() > 0) {
info->num_model_data = mModelData.size();
for (auto it = mModelData.begin(), end = mModelData.end(); it != end; ++it) {
const s32 idx = it.getIndex();
info->folder_name[idx] = it->folder.ref().cstr();
info->num_units[idx] = it->units.size();
for (auto unit = it->units.begin(), uend = it->units.end(); unit != uend; ++unit) {
const s32 unit_idx = unit.getIndex();
info->unit_names[idx][unit_idx] = unit->unit_name.ref().cstr();
info->unit_bind_bones[idx][unit_idx] = unit->bind_bone.ref().cstr();
}
if (info->unit_names[idx][0]) {
const char* name = ModelResourceDivide::instance()->getModelResource(
info->folder_name[idx], info->unit_names[idx][0]);
if (name)
info->folder_name[idx] = name;
}
}
}
info->base_scale = mControllerInfo->mBaseScale.ref();
}
bool ModelList::getAttentionInfo(AttentionInfo* info) const {
if (!mAttention->mIsEnableAttention.ref()) {
info->look_at_bone = {};
info->look_at_offset = sead::Vector3f::zero;
info->cursor_offset_y = {};
info->ai_info_offset_y = {};
info->cut_target_bone = {};
info->cut_target_offset = sead::Vector3f::zero;
info->game_camera_bone = {};
info->game_camera_offset = sead::Vector3f::zero;
info->bow_camera_bone = {};
info->bow_camera_offset = sead::Vector3f::zero;
info->attack_target_bone = {};
info->attack_target_offset = sead::Vector3f::zero;
info->attack_target_offset_back = {};
info->cursor_ai_info_base_bone = {};
info->cursor_ai_info_base_offset = sead::Vector3f::zero;
return false;
}
info->look_at_bone = mAttention->mLookAtBone.ref().cstr();
info->look_at_offset = mAttention->mLookAtOffset.ref();
info->cursor_offset_y = mAttention->mCursorOffsetY.ref();
info->ai_info_offset_y = mAttention->mAIInfoOffsetY.ref();
info->cut_target_bone = mAttention->mCutTargetBone.ref().cstr();
info->cut_target_offset = mAttention->mCutTargetOffset.ref();
info->game_camera_bone = mAttention->mGameCameraBone.ref().cstr();
info->game_camera_offset = mAttention->mGameCameraOffset.ref();
info->bow_camera_bone = mAttention->mBowCameraBone.ref().cstr();
info->bow_camera_offset = mAttention->mBowCameraOffset.ref();
info->attack_target_bone = mAttention->mAttackTargetBone.ref().cstr();
info->attack_target_offset = mAttention->mAttackTargetOffset.ref();
info->attack_target_offset_back = mAttention->mAttackTargetOffsetBack.ref();
if (mAttention->mAtObstacleChkUseLookAtPos.ref()) {
info->at_obstacle_chk_bone = mAttention->mLookAtBone.ref().cstr();
info->at_obstacle_chk_offset = mAttention->mLookAtOffset.ref();
} else {
info->at_obstacle_chk_bone = mAttention->mAtObstacleChkOffsetBone.ref().cstr();
info->at_obstacle_chk_offset = mAttention->mAtObstacleChkOffset.ref();
}
info->cursor_ai_info_base_bone = mAttention->mCursorAIInfoBaseBone.ref().cstr();
info->cursor_ai_info_base_offset = mAttention->mCursorAIInfoBaseOffset.ref();
const auto clear_if_empty = [](const char** s) {
if (!(*s)[0])
*s = nullptr;
};
clear_if_empty(&info->look_at_bone);
clear_if_empty(&info->cut_target_bone);
clear_if_empty(&info->game_camera_bone);
clear_if_empty(&info->bow_camera_bone);
clear_if_empty(&info->attack_target_bone);
clear_if_empty(&info->at_obstacle_chk_bone);
clear_if_empty(&info->cursor_ai_info_base_bone);
return true;
}
act::InfoData::Locator::Type ModelList::getLocatorTypeFromStr(const sead::SafeString& type) {
for (s32 i = 0; i < sLocatorTypes.size(); ++i) {
if (type == sLocatorTypes[i])
return act::InfoData::Locator::Type(i);
}
return act::InfoData::Locator::Type::Invalid;
}
// NON_MATCHING: weird unrolling and Vector3f store (str should be a stp)
bool ModelList::getLocatorInfo(act::InfoData::Locator* info,
act::InfoData::Locator::Type type) const {
agl::utl::ResParameterArchive archive{mRawData};
const auto root = archive.getRootList();
for (int i = 0;; ++i) {
const auto obj =
agl::utl::getResParameterObj(root, sead::FormatFixedSafeString<32>("Locator_%d", i));
if (!obj.ptr())
return false;
const char* expected_type_str = sLocatorTypes[u32(type)];
if (sead::SafeString(getString(obj, "Type", "")) != expected_type_str)
continue;
info->pos = getVec3(obj, "Pos", sead::Vector3f::zero);
info->rot = getVec3(obj, "Rot", sead::Vector3f::zero);
info->type = type;
return true;
}
return false;
}
bool ModelList::isParticalEnable(int anm_target_idx) const {
return mAnmTargets[anm_target_idx].is_partical_enable.ref();
}
int ModelList::getNumASSlot(int anm_target_idx) const {
return mAnmTargets[anm_target_idx].num_as_slot.ref();
}
int ModelList::getNumPartials(int anm_target_idx) const {
return mAnmTargets[anm_target_idx].partials.size();
}
void ModelList::getPartialInfo(PartialInfo* info, int anm_target_idx, int partial_idx) const {
if (mAnmTargets.size() > 0) {
const auto& partial = mAnmTargets[anm_target_idx].partials[partial_idx];
info->bone = partial.bone.ref();
info->bind_flag = partial.bind_flag.ref();
info->recursible = partial.recursible.ref();
} else {
info->bone = "";
info->bind_flag = 0;
info->recursible = true;
}
}
} // namespace ksys::res