Shipwright/soh/soh/resource/importer/SkeletonFactory.cpp

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#include "soh/resource/importer/SkeletonFactory.h"
#include "soh/resource/type/Skeleton.h"
#include <spdlog/spdlog.h>
#include <libultraship/bridge.h>
namespace Ship {
std::shared_ptr<Resource> SkeletonFactory::ReadResource(std::shared_ptr<ResourceMgr> resourceMgr,
std::shared_ptr<ResourceInitData> initData,
std::shared_ptr<BinaryReader> reader) {
auto resource = std::make_shared<Skeleton>(resourceMgr, initData);
std::shared_ptr<ResourceVersionFactory> factory = nullptr;
switch (resource->InitData->ResourceVersion) {
case 0:
factory = std::make_shared<SkeletonFactoryV0>();
break;
}
if (factory == nullptr) {
SPDLOG_ERROR("Failed to load Skeleton with version {}", resource->InitData->ResourceVersion);
return nullptr;
}
factory->ParseFileBinary(reader, resource);
return resource;
}
spockalicious (#2751) * Rough mockup of LUS XML loading * Updated code for merge * Loading from FS support and custom DList WIP implementation * Added current directory support to F3D and impl most of the dlist cmds * WIP Skeleton support * Almost done * Rebase fixes * Submodule updates * HD Texture Support * Fixes * bump lus * fix exporter build, header update * soh builds * setMesh image path cleanup * Update soh/src/overlays/actors/ovl_player_actor/z_player.c * Update soh/src/overlays/actors/ovl_player_actor/z_player.c * Update OTRExporter/OTRExporter/Main.cpp * Update ZAPDTR/ZAPD/ZResource.h * Update soh/src/code/z_skelanime.c * Update OTRExporter/OTRExporter/Main.cpp * Fixed jpeg backgrounds and decreased icon buffer size * Bump lus * Increased even more the buffer because it crashes on long texts * Removed print because sometimes the if is not triggered when the image is already byteswapped * fix non-windows build * fix build Co-authored-by: Kenix <kenixwhisperwind@gmail.com> * add hd checkbox * Various fixes for custom model support (#23) * Some fixes * Updated LUS Version * Fixed issue with Link Skirt on pause menu * Added CVar for custom link model changes * Fixed headers * Additional header fixes * Tweaks * Unload HD game assets on scene transition. (#16) * Unload game assets on scene transition. * Bump LUS * Unloads all HD assets on scene transition. * Only unload hd assets if hd assets are turned on. * Fixes issues on toggling between HD and non HD assets. --------- Co-authored-by: briaguya <briaguya@alice> * fix: actually load hd debug font (#27) * fix: actually load hd debug font * toggle debug text correctly --------- Co-authored-by: briaguya <briaguya> * Yes. (#28) * Merge branch 'develop' into dev-to-ghost * HD Skeleton Swapping and Language Fixes (#32) * Yes. * HD Skeleton Swapping and Language Fixes * Test * Fixed issues with ganon cape (#34) * Fixed Bongo Bongo Crash (#35) * Added HD Assets Toggle (#37) * Ivan the Fairy - Coop Mode (#36) * wip * hookshotable ivan * added hookshot item * new items & changes & fixes & restored navi * farore, din and nayru's spells are done * fixed slingshot & bow * added more items supported * done with all main items * bug fixes & ready * added imgui button * wip * hookshotable ivan * added hookshot item * new items & changes & fixes & restored navi * farore, din and nayru's spells are done * fixed slingshot & bow * added more items supported * fix own dungeon items on shuffled boss rooms (#2683) * bump lus (#2692) * fix: lowercase package names for vcpkg (#2693) vcpkg was throwing an error `error: invalid character in package name (must be lowercase, digits, '-')` this updates our calls to `vcpkg_install_packages` to use lowercase package names instead of uppercase * fix death mountain cloud in rando (#2691) * Fix: Switch Age No Longer Reloads Start Room (#2679) * [Reduced Clutter] Disable Hot/Underwater Warning Text (#2684) * Disable Warning Text * Moved to Reduced Clutter * done with all main items * bug fixes & ready * fix: process roms in consistent order (#2696) * chore: move rando savefile setup and document flags (#2697) * remove rando save init from sram * move rando savefile init logic and set more flags * document flags for rando save creation * Fix: Use correct fps value for frame interpolation with match refresh rate (#2694) * Fix: Kak GS placement on construction site (#2695) * added imgui button * addressed kenix's comments * fixed useless null * added rupee dash mode in extra modes * changed menu position --------- Co-authored-by: Adam Bird <Archez@users.noreply.github.com> Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com> Co-authored-by: inspectredc <78732756+inspectredc@users.noreply.github.com> Co-authored-by: Patrick12115 <115201185+Patrick12115@users.noreply.github.com> * LUS Scancodes (#42) * Added HD Assets Toggle * Switched out SDL for LUS scancodes * Ivan tweaks (#45) * Magic consumption slowed down; Bosses now affected by Ivan's Din spell * Adjust magic timer * clean up imgui * model fixes/improvements (#50) * replace `gUseCustomLinkModel` with custom resource check * handle adult/child * bump lus * fix model switching with tab * use lus main * fix carpet man (#52) Co-authored-by: Rozelette <Rozelette@users.noreply.github.com> * get ship model and lus texture into soh.otr, use `gAuthenticLogo` to toggle between ship and authentic (#55) * Use libultra features for CPU-modified textures (#40) * Use libultra features for CPU-modified textures * Comment * bump lus on ghost (#58) * fix: properly use `Interface_LoadActionLabel` to display start button text (#61) * Changes hd -> alt for texture replacement. (#65) * Changes hd -> alt for texture replacement. * Renames variables in gfxprint for hd -> alt change. * Update soh/soh/resource/type/Skeleton.cpp --------- Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com> * Fixes kaleido dungeon maps (#67) * skeleton stuff (#69) * comment out wii u build (#70) * bump lus (#71) * Rework readme (#72) * Update README.md * docs * put custom music docs somewhere * Update README.md * Update README.md * Update README.md * Update README.md * dark/light title image * lus * Update README.md * Fixed vanilla minimap (#73) * Fixed vanilla minimap * Workaround for pulsing SD maps with non-broken HD maps. --------- Co-authored-by: Christopher Leggett <chris@leggett.dev> * Skeleton fix fixed (#75) * WIP skelton patcher fix * Fixes skeleton reference change. * Adds const back to name in ResourceMgr_LoadSkeletonByName --------- Co-authored-by: Christopher Leggett <chris@leggett.dev> Co-authored-by: Kenix <kenixwhisperwind@gmail.com> * Fixes z_message_otr memory leak. * Update soh/soh/z_message_OTR.cpp * Update soh/src/code/game.c * docs: add how to find otr files to switch instructions (#78) * bump lus (#79) * comment out RegisterBlendedTexture in king d (#80) --------- Co-authored-by: Nicholas Estelami <NEstelami@users.noreply.github.com> Co-authored-by: David Chavez <david@dcvz.io> Co-authored-by: briaguya <briaguya@alice> Co-authored-by: Kenix3 <kenixwhisperwind@gmail.com> Co-authored-by: KiritoDv <kiritodev01@gmail.com> Co-authored-by: briaguya <briaguya> Co-authored-by: Ralphie Morell <stratomaster64@gmail.com> Co-authored-by: MelonSpeedruns <melonspeedruns@outlook.com> Co-authored-by: Adam Bird <Archez@users.noreply.github.com> Co-authored-by: inspectredc <78732756+inspectredc@users.noreply.github.com> Co-authored-by: Patrick12115 <115201185+Patrick12115@users.noreply.github.com> Co-authored-by: Rozelette <Rozelette@users.noreply.github.com> Co-authored-by: Christopher Leggett <chris@leggett.dev> Co-authored-by: Lywx <36680385+KiritoDv@users.noreply.github.com>
2023-04-27 19:20:41 -04:00
std::shared_ptr<Resource> SkeletonFactory::ReadResourceXML(std::shared_ptr<ResourceMgr> resourceMgr,
std::shared_ptr<ResourceInitData> initData,
tinyxml2::XMLElement* reader) {
auto resource = std::make_shared<Skeleton>(resourceMgr, initData);
std::shared_ptr<ResourceVersionFactory> factory = nullptr;
switch ((Version)resource->InitData->ResourceVersion) {
case Version::Deckard:
factory = std::make_shared<SkeletonFactoryV0>();
break;
}
if (factory == nullptr) {
SPDLOG_ERROR("Failed to load Skeleton with version {}", resource->InitData->ResourceVersion);
return nullptr;
}
factory->ParseFileXML(reader, resource);
return resource;
}
void SkeletonFactoryV0::ParseFileBinary(std::shared_ptr<BinaryReader> reader,
std::shared_ptr<Resource> resource)
{
std::shared_ptr<Skeleton> skeleton = std::static_pointer_cast<Skeleton>(resource);
ResourceVersionFactory::ParseFileBinary(reader, skeleton);
skeleton->type = (SkeletonType)reader->ReadInt8();
skeleton->limbType = (LimbType)reader->ReadInt8();
skeleton->limbCount = reader->ReadUInt32();
skeleton->dListCount = reader->ReadUInt32();
skeleton->limbTableType = (LimbType)reader->ReadInt8();
skeleton->limbTableCount = reader->ReadUInt32();
skeleton->limbTable.reserve(skeleton->limbTableCount);
for (uint32_t i = 0; i < skeleton->limbTableCount; i++) {
std::string limbPath = reader->ReadString();
skeleton->limbTable.push_back(limbPath);
}
if (skeleton->type == Ship::SkeletonType::Curve) {
skeleton->skeletonData.skelCurveLimbList.limbCount = skeleton->limbCount;
skeleton->curveLimbArray.reserve(skeleton->skeletonData.skelCurveLimbList.limbCount);
} else if (skeleton->type == Ship::SkeletonType::Flex) {
skeleton->skeletonData.flexSkeletonHeader.dListCount = skeleton->dListCount;
}
if (skeleton->type == Ship::SkeletonType::Normal) {
skeleton->skeletonData.skeletonHeader.limbCount = skeleton->limbCount;
skeleton->standardLimbArray.reserve(skeleton->skeletonData.skeletonHeader.limbCount);
} else if (skeleton->type == Ship::SkeletonType::Flex) {
skeleton->skeletonData.flexSkeletonHeader.sh.limbCount = skeleton->limbCount;
skeleton->standardLimbArray.reserve(skeleton->skeletonData.flexSkeletonHeader.sh.limbCount);
}
for (size_t i = 0; i < skeleton->limbTable.size(); i++) {
std::string limbStr = skeleton->limbTable[i];
auto limb = GetResourceDataByName(limbStr.c_str(), true);
skeleton->skeletonHeaderSegments.push_back(limb);
}
if (skeleton->type == Ship::SkeletonType::Normal) {
skeleton->skeletonData.skeletonHeader.segment = (void**)skeleton->skeletonHeaderSegments.data();
} else if (skeleton->type == Ship::SkeletonType::Flex) {
skeleton->skeletonData.flexSkeletonHeader.sh.segment = (void**)skeleton->skeletonHeaderSegments.data();
} else if (skeleton->type == Ship::SkeletonType::Curve) {
skeleton->skeletonData.skelCurveLimbList.limbs = (SkelCurveLimb**)skeleton->skeletonHeaderSegments.data();
} else {
SPDLOG_ERROR("unknown skeleton type {}", (uint32_t)skeleton->type);
}
}
spockalicious (#2751) * Rough mockup of LUS XML loading * Updated code for merge * Loading from FS support and custom DList WIP implementation * Added current directory support to F3D and impl most of the dlist cmds * WIP Skeleton support * Almost done * Rebase fixes * Submodule updates * HD Texture Support * Fixes * bump lus * fix exporter build, header update * soh builds * setMesh image path cleanup * Update soh/src/overlays/actors/ovl_player_actor/z_player.c * Update soh/src/overlays/actors/ovl_player_actor/z_player.c * Update OTRExporter/OTRExporter/Main.cpp * Update ZAPDTR/ZAPD/ZResource.h * Update soh/src/code/z_skelanime.c * Update OTRExporter/OTRExporter/Main.cpp * Fixed jpeg backgrounds and decreased icon buffer size * Bump lus * Increased even more the buffer because it crashes on long texts * Removed print because sometimes the if is not triggered when the image is already byteswapped * fix non-windows build * fix build Co-authored-by: Kenix <kenixwhisperwind@gmail.com> * add hd checkbox * Various fixes for custom model support (#23) * Some fixes * Updated LUS Version * Fixed issue with Link Skirt on pause menu * Added CVar for custom link model changes * Fixed headers * Additional header fixes * Tweaks * Unload HD game assets on scene transition. (#16) * Unload game assets on scene transition. * Bump LUS * Unloads all HD assets on scene transition. * Only unload hd assets if hd assets are turned on. * Fixes issues on toggling between HD and non HD assets. --------- Co-authored-by: briaguya <briaguya@alice> * fix: actually load hd debug font (#27) * fix: actually load hd debug font * toggle debug text correctly --------- Co-authored-by: briaguya <briaguya> * Yes. (#28) * Merge branch 'develop' into dev-to-ghost * HD Skeleton Swapping and Language Fixes (#32) * Yes. * HD Skeleton Swapping and Language Fixes * Test * Fixed issues with ganon cape (#34) * Fixed Bongo Bongo Crash (#35) * Added HD Assets Toggle (#37) * Ivan the Fairy - Coop Mode (#36) * wip * hookshotable ivan * added hookshot item * new items & changes & fixes & restored navi * farore, din and nayru's spells are done * fixed slingshot & bow * added more items supported * done with all main items * bug fixes & ready * added imgui button * wip * hookshotable ivan * added hookshot item * new items & changes & fixes & restored navi * farore, din and nayru's spells are done * fixed slingshot & bow * added more items supported * fix own dungeon items on shuffled boss rooms (#2683) * bump lus (#2692) * fix: lowercase package names for vcpkg (#2693) vcpkg was throwing an error `error: invalid character in package name (must be lowercase, digits, '-')` this updates our calls to `vcpkg_install_packages` to use lowercase package names instead of uppercase * fix death mountain cloud in rando (#2691) * Fix: Switch Age No Longer Reloads Start Room (#2679) * [Reduced Clutter] Disable Hot/Underwater Warning Text (#2684) * Disable Warning Text * Moved to Reduced Clutter * done with all main items * bug fixes & ready * fix: process roms in consistent order (#2696) * chore: move rando savefile setup and document flags (#2697) * remove rando save init from sram * move rando savefile init logic and set more flags * document flags for rando save creation * Fix: Use correct fps value for frame interpolation with match refresh rate (#2694) * Fix: Kak GS placement on construction site (#2695) * added imgui button * addressed kenix's comments * fixed useless null * added rupee dash mode in extra modes * changed menu position --------- Co-authored-by: Adam Bird <Archez@users.noreply.github.com> Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com> Co-authored-by: inspectredc <78732756+inspectredc@users.noreply.github.com> Co-authored-by: Patrick12115 <115201185+Patrick12115@users.noreply.github.com> * LUS Scancodes (#42) * Added HD Assets Toggle * Switched out SDL for LUS scancodes * Ivan tweaks (#45) * Magic consumption slowed down; Bosses now affected by Ivan's Din spell * Adjust magic timer * clean up imgui * model fixes/improvements (#50) * replace `gUseCustomLinkModel` with custom resource check * handle adult/child * bump lus * fix model switching with tab * use lus main * fix carpet man (#52) Co-authored-by: Rozelette <Rozelette@users.noreply.github.com> * get ship model and lus texture into soh.otr, use `gAuthenticLogo` to toggle between ship and authentic (#55) * Use libultra features for CPU-modified textures (#40) * Use libultra features for CPU-modified textures * Comment * bump lus on ghost (#58) * fix: properly use `Interface_LoadActionLabel` to display start button text (#61) * Changes hd -> alt for texture replacement. (#65) * Changes hd -> alt for texture replacement. * Renames variables in gfxprint for hd -> alt change. * Update soh/soh/resource/type/Skeleton.cpp --------- Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com> * Fixes kaleido dungeon maps (#67) * skeleton stuff (#69) * comment out wii u build (#70) * bump lus (#71) * Rework readme (#72) * Update README.md * docs * put custom music docs somewhere * Update README.md * Update README.md * Update README.md * Update README.md * dark/light title image * lus * Update README.md * Fixed vanilla minimap (#73) * Fixed vanilla minimap * Workaround for pulsing SD maps with non-broken HD maps. --------- Co-authored-by: Christopher Leggett <chris@leggett.dev> * Skeleton fix fixed (#75) * WIP skelton patcher fix * Fixes skeleton reference change. * Adds const back to name in ResourceMgr_LoadSkeletonByName --------- Co-authored-by: Christopher Leggett <chris@leggett.dev> Co-authored-by: Kenix <kenixwhisperwind@gmail.com> * Fixes z_message_otr memory leak. * Update soh/soh/z_message_OTR.cpp * Update soh/src/code/game.c * docs: add how to find otr files to switch instructions (#78) * bump lus (#79) * comment out RegisterBlendedTexture in king d (#80) --------- Co-authored-by: Nicholas Estelami <NEstelami@users.noreply.github.com> Co-authored-by: David Chavez <david@dcvz.io> Co-authored-by: briaguya <briaguya@alice> Co-authored-by: Kenix3 <kenixwhisperwind@gmail.com> Co-authored-by: KiritoDv <kiritodev01@gmail.com> Co-authored-by: briaguya <briaguya> Co-authored-by: Ralphie Morell <stratomaster64@gmail.com> Co-authored-by: MelonSpeedruns <melonspeedruns@outlook.com> Co-authored-by: Adam Bird <Archez@users.noreply.github.com> Co-authored-by: inspectredc <78732756+inspectredc@users.noreply.github.com> Co-authored-by: Patrick12115 <115201185+Patrick12115@users.noreply.github.com> Co-authored-by: Rozelette <Rozelette@users.noreply.github.com> Co-authored-by: Christopher Leggett <chris@leggett.dev> Co-authored-by: Lywx <36680385+KiritoDv@users.noreply.github.com>
2023-04-27 19:20:41 -04:00
void SkeletonFactoryV0::ParseFileXML(tinyxml2::XMLElement* reader, std::shared_ptr<Resource> resource)
{
std::shared_ptr<Skeleton> skel = std::static_pointer_cast<Skeleton>(resource);
std::string skeletonType = reader->Attribute("Type");
// std::string skeletonLimbType = reader->Attribute("LimbType");
int numLimbs = reader->IntAttribute("LimbCount");
int numDLs = reader->IntAttribute("DisplayListCount");
if (skeletonType == "Flex") {
skel->type = SkeletonType::Flex;
} else if (skeletonType == "Curve") {
skel->type = SkeletonType::Curve;
} else if (skeletonType == "Normal") {
skel->type = SkeletonType::Normal;
}
skel->type = SkeletonType::Flex;
skel->limbType = LimbType::LOD;
// if (skeletonLimbType == "Standard")
// skel->limbType = LimbType::Standard;
// else if (skeletonLimbType == "LOD")
// skel->limbType = LimbType::LOD;
// else if (skeletonLimbType == "Curve")
// skel->limbType = LimbType::Curve;
// else if (skeletonLimbType == "Skin")
// skel->limbType = LimbType::Skin;
// else if (skeletonLimbType == "Legacy")
// Sskel->limbType = LimbType::Legacy;
auto child = reader->FirstChildElement();
skel->limbCount = numLimbs;
skel->dListCount = numDLs;
while (child != nullptr) {
std::string childName = child->Name();
if (childName == "SkeletonLimb") {
std::string limbName = child->Attribute("Path");
skel->limbTable.push_back(limbName);
auto limb = GetResourceDataByName(limbName.c_str(), true);
skel->skeletonHeaderSegments.push_back(limb);
}
child = child->NextSiblingElement();
}
skel->skeletonData.flexSkeletonHeader.sh.limbCount = skel->limbCount;
skel->skeletonData.flexSkeletonHeader.sh.segment = (void**)skel->skeletonHeaderSegments.data();
skel->skeletonData.flexSkeletonHeader.dListCount = skel->dListCount;
}
} // namespace Ship