Find new transform elements

This commit is contained in:
JackCarterSmith 2023-09-18 17:48:53 +02:00
parent 023c63617d
commit 88c90b39bb
Signed by: JackCarterSmith
GPG Key ID: 832E52F4E23F8F24
4 changed files with 61 additions and 44 deletions

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@ -20,7 +20,7 @@ if(DEFINED ENV{CI}) # Jenkins CI integration mode
project(rse-model VERSION $ENV{CI_VERSION}.$ENV{CI_BUILD_NUMBER} DESCRIPTION "RogueSquadron Extractor - Model" LANGUAGES C)
set(RSE_MODEL_NAME $ENV{CI_OUTPUT_NAME})
else() # Standalone project mode, should not be used for release.
project(rse-model VERSION 2.3.0 DESCRIPTION "RogueSquadron Extractor - Model" LANGUAGES C)
project(rse-model VERSION 2.4.0 DESCRIPTION "RogueSquadron Extractor - Model" LANGUAGES C)
set(RSE_MODEL_NAME RSEModel)
endif()
set(RSP_MODEL_LIB_NAME RSPModel${PROJECT_VERSION_MAJOR}${PROJECT_VERSION_MINOR})

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@ -90,6 +90,9 @@ typedef struct rspmodel_obj_parts {
unsigned int vertex_block_offset;
unsigned int id;
T_RSPMODEL_VECTOR3 vec1r;
T_RSPMODEL_VECTOR3 vec2s;
T_RSPMODEL_VECTOR3 vec3t;
T_RSPMODEL_VECTOR3 transform;
unsigned int face_count;

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@ -350,17 +350,45 @@ static unsigned short ParseObjectMeshDef(T_RSPMODEL_OBJ_PARTS* pObjPartStruct, c
// Get meshdef0 datas
//pObjPartStruct->id = hobObjMeshDef0->object_id; // Get object part ID, used by animation? bones?
pObjPartStruct->transform.x = hobObjMeshDef0->transform_x; // Get the transform matrix, used by complex objects like at-st and at-at (at this time)
pObjPartStruct->vec1r.x = hobObjMeshDef0->vec_1_x; // used by complex objects like at-st and at-at (at this time)
pObjPartStruct->vec1r.y = hobObjMeshDef0->vec_1_y;
pObjPartStruct->vec1r.z = hobObjMeshDef0->vec_1_z;
pObjPartStruct->vec2s.x = hobObjMeshDef0->vec_2_x; // used by complex objects like at-st and at-at (at this time)
pObjPartStruct->vec2s.y = hobObjMeshDef0->vec_2_y;
pObjPartStruct->vec2s.z = hobObjMeshDef0->vec_2_z;
pObjPartStruct->vec3t.x = hobObjMeshDef0->vec_3_x; // used by complex objects like at-st and at-at (at this time)
pObjPartStruct->vec3t.y = hobObjMeshDef0->vec_3_y;
pObjPartStruct->vec3t.z = hobObjMeshDef0->vec_3_z;
pObjPartStruct->transform.x = hobObjMeshDef0->transform_x; // used by complex objects like at-st and at-at (at this time)
pObjPartStruct->transform.y = hobObjMeshDef0->transform_y;
pObjPartStruct->transform.z = hobObjMeshDef0->transform_z;
if (pParams->verbose_mode) {
printf("[DBG] > Facegroup/object transform matrix: [%.8f %.8f %.8f]\n",
printf("[DBG] > Parent meshdef0 offset: 0x%X\n", hobObjMeshDef0->parent_meshdef0_offset);
printf("[DBG] > Children meshdef0 offset: 0x%X\n", hobObjMeshDef0->children_meshdef0_offset);
printf("[DBG] > Have rotation? vector: %d\n", hobObjMeshDef0->vecsFlags & 0x1);
printf("[DBG] > Have scaling? vector: %d\n", hobObjMeshDef0->vecsFlags & 0x2);
printf("[DBG] > Have translation? vector: %d\n", hobObjMeshDef0->vecsFlags & 0x4);
printf("[DBG] > Have offset? vector: %d\n", hobObjMeshDef0->vecsFlags & 0x8);
printf("[DBG] > Facegroup/object rotation? vector: [%.8f %.8f %.8f]\n",
pObjPartStruct->vec1r.x,
pObjPartStruct->vec1r.y,
pObjPartStruct->vec1r.z
);
printf("[DBG] > Facegroup/object scaling? vector: [%.8f %.8f %.8f]\n",
pObjPartStruct->vec2s.x,
pObjPartStruct->vec2s.y,
pObjPartStruct->vec2s.z
);
printf("[DBG] > Facegroup/object translation? vector: [%.8f %.8f %.8f]\n",
pObjPartStruct->vec3t.x,
pObjPartStruct->vec3t.y,
pObjPartStruct->vec3t.z
);
printf("[DBG] > Facegroup/object offset? vector: [%.8f %.8f %.8f]\n",
pObjPartStruct->transform.x,
pObjPartStruct->transform.y,
pObjPartStruct->transform.z
);
printf("[DBG] > Prev meshdef0 offset: 0x%X\n", hobObjMeshDef0->prev_meshdef0_offset);
printf("[DBG] > Next meshdef0 offset: 0x%X\n", hobObjMeshDef0->next_meshdef0_offset);
}
if (pParams->god_mode) {
printf("[DBG] > meshdef0 offset1: 0x%X\n", hobObjMeshDef0->offset1);
@ -370,20 +398,6 @@ static unsigned short ParseObjectMeshDef(T_RSPMODEL_OBJ_PARTS* pObjPartStruct, c
printf("[DBG] > meshdef0 unknown4: %.8f\n", hobObjMeshDef0->unknown4);
printf("[DBG] > meshdef0 unknown5: %.8f\n", hobObjMeshDef0->unknown5);
printf("[DBG] > meshdef0 unknown6: 0x%X\n", hobObjMeshDef0->unknown6);
printf("[DBG] > meshdef0 unknown7: %.8f\n", hobObjMeshDef0->unknown7);
printf("[DBG] > meshdef0 unknown8: %.8f\n", hobObjMeshDef0->unknown8);
printf("[DBG] > meshdef0 unknown9: %.8f\n", hobObjMeshDef0->unknown9);
printf("[DBG] > meshdef0 unknown10: %.8f\n", hobObjMeshDef0->unknown10);
printf("[DBG] > meshdef0 unknown11: %.8f\n", hobObjMeshDef0->unknown11);
printf("[DBG] > meshdef0 unknown12: %.8f\n", hobObjMeshDef0->unknown12);
printf("[DBG] > meshdef0 unknown13: %.8f\n", hobObjMeshDef0->unknown13);
printf("[DBG] > meshdef0 unknown14: %.8f\n", hobObjMeshDef0->unknown14);
printf("[DBG] > meshdef0 unknown15: %.8f\n", hobObjMeshDef0->unknown15);
printf("[DBG] > meshdef0 unknown16: %.8f\n", hobObjMeshDef0->unknown16);
}

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@ -1,6 +1,6 @@
/**
* @file hob_struct.h
* @date 21/02/2023
* @date 18/09/2023
* @author JackCarterSmith
* @copyright GPL-v3.0
* @brief HOB file mapping definition.
@ -69,18 +69,18 @@ typedef struct PACK hobfile_obj_header {
unsigned int effects_offset; // Empty in gun_turret and no datas after, xwing have 0x5006, present in koelsch. worddevastator can have more answers...
unsigned int properties_offset; // Offset to different string (a_b/zf/zt/zb/etc.) Animation datas ? Empty with 6x float in train_hob, a_b object is canon beams in gun_turret
float unknown4; // Probably scale: 1.0F/1.125F
float unknown4; // 1.0F/1.125F - Look forward angle correction?
unsigned int reserved4; // 12B of zeros
unsigned int reserved5;
unsigned int reserved6;
float unknown5; //Scale? ~20.0F
float unknown6; //Scale? ~77-418.0F
float unknown5; // Something related to culling camera frustum (when reduced value, the gun_turret didn't render before getting out of camera view)
float unknown6; // Something related to collision detection (bigger float >100.0f)
float reserved7; //Translation matrix? Center of object?
float reserved8;
float reserved9;
float reserved7; // Something related to collision detection Translation matrix? Center of object?
float reserved8; // Something related to collision detection Translation matrix? Center of object?
float reserved9; // Something related to collision detection Translation matrix? Center of object?
unsigned int footer_offset; //To redefine, seem to be a copy of following bounding box? Maybe there are 2 box: render and collision?
@ -142,48 +142,48 @@ typedef struct PACK hobfile_effects {
*/
typedef struct PACK hobfile_meshdef0 {
unsigned int offset1;
unsigned int offset2;
unsigned int prev_meshdef0_offset;
unsigned int next_meshdef0_offset;
unsigned int offset1; // Brothers meshdef?
unsigned int offset2; // Brothers meshdef?
unsigned int parent_meshdef0_offset;
unsigned int children_meshdef0_offset;
unsigned int meshdef1_offset_plus_4;
unsigned int reserved1; // 8B of zeros
unsigned int reserved2;
float unknown3;
float unknown3; // Always 1.0f?
unsigned int reserved3; // 12B of zeros
unsigned int reserved4;
unsigned int reserved5;
float unknown4;
float unknown4; // Always 1.0f?
unsigned int reserved6; // 12B of zeros
unsigned int reserved7;
unsigned int reserved8;
float unknown5;
float unknown5; // Always 1.0f?
unsigned int reserved9; // 12B of zeros
unsigned int reserved10;
unsigned int reserved11;
unsigned int unknown6; // Not fg_object_ID
unsigned int vecsFlags; // Enabled geo-modifiers (bit0=offset-vector #1; bit1=offset-vector #2; bit2=offset-vector #3; bit3=transform;)
float unknown7; // Can be a vector???
float unknown8;
float unknown9;
float vec_1_x; // offset-vector #1 - Rotation?
float vec_1_y;
float vec_1_z;
float unknown10; // Can be a vector???
float unknown11;
float unknown12;
float vec_2_x; // offset-vector #2 - Scale?
float vec_2_y;
float vec_2_z;
float unknown13; // Can be a matrix???
float unknown14;
float unknown15;
float vec_3_x; // offset-vector #3 - Translation?
float vec_3_y;
float vec_3_z;
float unknown16;
float unknown16; // Always 1.0f?
float transform_x;
float transform_y;