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https://github.com/aimrebirth/tools.git
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278 lines
6 KiB
C++
278 lines
6 KiB
C++
/*
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* AIM mod_converter
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* Copyright (C) 2015 lzwdgc
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#pragma once
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#include <stdint.h>
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#include <string>
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#include <vector>
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const float scale_mult = 30.f;
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const std::string texture_extension = ".TM.bmp";
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class buffer;
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enum
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{
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F_USE_W_COORDINATE = 0x4, // F_USE_QUANTERNION/F_QUANTERNION?
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};
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enum class AdditionalParameter : uint32_t
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{
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None,
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DetalizationCoefficient,
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};
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enum class ModelRotation : uint32_t
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{
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None,
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Vertical,
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Horizontal,
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Other,
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};
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enum class BlockType : uint32_t
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{
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VisibleObject,
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HelperObject,
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BitmapAlpha,
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BitmapGrass,
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ParticleEmitter,
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};
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enum class MaterialType : uint32_t
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{
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Texture = 0x0,
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TextureWithGlareMap = 0x1,
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AlphaTextureNoGlare = 0x2, // TextureWithoutGlareMap
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AlphaTextureWithOverlap = 0x3,
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TextureWithGlareMap2 = 0x4, // ??? also <- 4
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AlphaTextureDoubleSided = 0x6,
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DetalizationObjectGrass = 0x8,
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Fire = 0x9,
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MaterialOnly = 0x14,
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TextureWithDetalizationMap = 0x1A, // from Viewer: (AdditionalParameter 1)
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DetalizationObjectStone = 0x1F,
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TextureWithDetalizationMapWithoutModulation = 0x20, // from Viewer: (AdditionalParameter 1)
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TiledTexture = 0x22,
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TextureWithGlareMapAndMask = 0x32,
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TextureWithMask = 0x35,
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Fire2 = 0x3D,
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};
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template <typename T>
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struct vector3
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{
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T x;
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T y;
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T z;
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};
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template <typename T>
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struct aim_vector3 : vector3<T>
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{
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void load(const buffer &b);
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};
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struct aim_vector4 : aim_vector3<float>
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{
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float w = 1.0f;
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std::string print() const;
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void load(const buffer &b, uint32_t flags = 0);
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};
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struct uv
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{
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float u;
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float v;
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};
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struct vertex
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{
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aim_vector4 coordinates;
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aim_vector3<float> normal;
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uv texture_coordinates;
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void load(const buffer &b, uint32_t flags);
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std::string printVertex(bool rotate_x_90 = false) const;
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std::string printNormal(bool rotate_x_90 = false) const;
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std::string printTex() const;
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};
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using face = aim_vector3<uint16_t>;
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struct animation
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{
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// +1 +0.5 -0.5 +1
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struct segment
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{
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struct unk_float6
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{
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float unk[6];
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};
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uint32_t n;
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std::vector<uint16_t> model_polygons;
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// unk
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uint32_t unk0;
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uint32_t unk1;
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std::vector<unk_float6> unk2;
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void loadHeader(const buffer &b);
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void loadData(const buffer &b);
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};
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uint32_t type;
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std::string name;
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segment segments[4];
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virtual void load(const buffer &b);
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};
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struct damage_model
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{
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std::string name;
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std::vector<uint16_t> model_polygons;
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uint32_t flags;
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std::vector<vertex> vertices;
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std::vector<face> faces;
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uint8_t unk6;
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float unk8[3];
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virtual void load(const buffer &b);
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};
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struct mat_color
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{
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float r;
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float g;
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float b;
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float alpha;
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std::string print() const;
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};
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struct material
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{
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mat_color ambient;
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mat_color diffuse;
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mat_color specular;
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mat_color emissive;
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float power;
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void load(const buffer &b);
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};
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struct rotation
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{
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ModelRotation type;
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float speed;
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vector3<float> center_of_rotating_axis;
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};
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struct additional_parameters
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{
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AdditionalParameter params;
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float detalization_koef;
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};
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struct block
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{
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struct header
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{
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BlockType type;
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std::string name;
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std::string tex_mask;
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std::string tex_spec;
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std::string tex3;
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std::string tex4;
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union // LODs
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{
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struct
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{
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uint8_t lod1 : 1;
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uint8_t lod2 : 1;
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uint8_t lod3 : 1;
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uint8_t lod4 : 1;
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uint8_t : 4;
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} LODs;
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uint32_t all_lods;
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};
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// stuff
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uint32_t size;
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// unk
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uint32_t unk2[3];
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uint32_t unk3;
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uint32_t unk4[10];
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void load(const buffer &b);
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};
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header h;
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// data
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material mat;
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MaterialType mat_type;
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//unk (anim + transform settings?)
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uint32_t auto_animation;
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float animation_cycle;
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uint32_t triangles_mult_7;
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//
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additional_parameters additional_params;
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rotation rot;
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uint32_t flags;
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std::vector<vertex> vertices;
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std::vector<face> faces; // triangles
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// animations
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std::vector<animation> animations;
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std::vector<damage_model> damage_models;
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// unk
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uint32_t unk7;
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float unk9;
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uint32_t unk10;
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float unk8;
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uint32_t unk11;
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uint32_t unk12;
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void load(const buffer &b);
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void loadPayload(const buffer &b);
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std::string printMtl() const;
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std::string printObj(int group_offset, bool rotate_x_90 = false) const;
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bool canPrint() const;
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bool isEngineFx() const;
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};
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struct model
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{
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std::vector<block> blocks;
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void load(const buffer &b);
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void print(const std::string &fn);
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void printFbx(const std::string &fn);
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};
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