data structure rewrite + refactor loaders
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79b8120106
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38efed0d04
13
Cargo.lock
generated
13
Cargo.lock
generated
@ -200,6 +200,16 @@ version = "0.14.3"
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source = "registry+https://github.com/rust-lang/crates.io-index"
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checksum = "290f1a1d9242c78d09ce40a5e87e7554ee637af1351968159f4952f028f75604"
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[[package]]
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name = "id"
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version = "0.1.0"
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source = "git+https://git.itzana.me/Quaternions/id?rev=1f710976cc786c8853dab73d6e1cee53158deeb0#1f710976cc786c8853dab73d6e1cee53158deeb0"
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dependencies = [
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"proc-macro2",
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"quote",
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"syn 2.0.48",
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]
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[[package]]
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name = "indexmap"
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version = "2.2.1"
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@ -344,9 +354,10 @@ dependencies = [
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[[package]]
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name = "strafesnet_common"
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version = "0.1.0"
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source = "git+https://git.itzana.me/StrafesNET/common?rev=434ca29aef7e3015c9ca1ed45de8fef42e33fdfb#434ca29aef7e3015c9ca1ed45de8fef42e33fdfb"
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source = "git+https://git.itzana.me/StrafesNET/common?rev=47cdea0c8a5d10a2440ca6270a975d560aa3642d#47cdea0c8a5d10a2440ca6270a975d560aa3642d"
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dependencies = [
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"glam",
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"id",
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]
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[[package]]
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@ -7,6 +7,6 @@ edition = "2021"
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[dependencies]
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glam = "0.25.0"
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strafesnet_common = { git = "https://git.itzana.me/StrafesNET/common", rev = "434ca29aef7e3015c9ca1ed45de8fef42e33fdfb" }
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strafesnet_common = { git = "https://git.itzana.me/StrafesNET/common", rev = "47cdea0c8a5d10a2440ca6270a975d560aa3642d" }
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vbsp = "0.5.0"
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vmdl = "0.1.1"
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151
src/bsp.rs
151
src/bsp.rs
@ -1,39 +1,44 @@
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use strafesnet_common::{model,integer};
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use strafesnet_common::{map,model,integer,gameplay_attributes};
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const VALVE_SCALE:f32=1.0/16.0;
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fn valve_transform(v:[f32;3])->integer::Planar64Vec3{
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integer::Planar64Vec3::try_from([v[0]*VALVE_SCALE,v[2]*VALVE_SCALE,-v[1]*VALVE_SCALE]).unwrap()
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}
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pub fn generate_indexed_models<R:std::io::Read+std::io::Seek>(input:&mut R)->Result<model::IndexedModelInstances,vbsp::BspError>{
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let mut s=Vec::new();
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pub fn convert<AcquireTextureId,AcquireMeshId>(
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bsp:&vbsp::Bsp,
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mut acquire_texture_id:AcquireTextureId,
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mut acquire_mesh_id:AcquireMeshId
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)->strafesnet_common::map::CompleteMap
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where
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AcquireTextureId:FnMut(&str)->model::TextureId,
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AcquireMeshId:FnMut(&str)->model::MeshId,
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{
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let mut unique_render_configs=Vec::new();
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match input.read_to_end(&mut s){
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Ok(_)=>(),
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Err(e)=>println!("load_bsp::generate_indexed_models read_to_end failed: {:?}",e),
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let mut unique_attributes=Vec::new();
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unique_attributes.push(gameplay_attributes::CollisionAttributes::contact_default());
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const TEMP_TOUCH_ME_ATTRIBUTE:gameplay_attributes::CollisionAttributesId=gameplay_attributes::CollisionAttributesId::new(0);
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//declare all prop models to Loader
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for prop in bsp.static_props(){
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acquire_mesh_id(prop.model());
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}
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match vbsp::Bsp::read(s.as_slice()){
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Ok(bsp)=>{
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let mut spawn_point=integer::Planar64Vec3::ZERO;
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//TODO: make the main map one single mesh with a bunch of different physics groups and graphics groups
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let vertices: Vec<_> = bsp
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.vertices
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.iter()
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.map(|vertex|<[f32;3]>::from(vertex.position))
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.collect();
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let mut name_from_texture_id=Vec::new();
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let mut texture_id_from_name=std::collections::HashMap::new();
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let mut models=bsp.models().map(|world_model|{
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//the generated MeshIds in here will collide with the Loader Mesh Ids
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//but I can't think of a good workaround other than just remapping one later.
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let (meshes,models):(Vec<model::Mesh>,Vec<model::Model>)=bsp.models().enumerate().map(|(mesh_id,world_model)|{
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let mesh_id=model::MeshId::new(mesh_id as u32);
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//non-deduplicated
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let mut spam_pos=Vec::new();
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let mut spam_tex=Vec::new();
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let mut spam_normal=Vec::new();
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let mut spam_vertices=Vec::new();
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let groups=world_model.faces()
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.filter(|face| face.is_visible())//TODO: look at this
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.map(|face|{
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let mut graphics_groups=Vec::new();
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let mut physics_group=model::IndexedPhysicsGroup::default();
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let polygon_groups=world_model.faces().enumerate().map(|(polygon_group_id,face)|{
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let polygon_group_id=model::PolygonGroupId::new(polygon_group_id as u32);
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let face_texture=face.texture();
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let face_texture_data=face_texture.texture_data();
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let (texture_u,texture_v)=(glam::Vec3A::from_slice(&face_texture.texture_transforms_u[0..3]),glam::Vec3A::from_slice(&face_texture.texture_transforms_v[0..3]));
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@ -41,68 +46,81 @@ pub fn generate_indexed_models<R:std::io::Read+std::io::Seek>(input:&mut R)->Res
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let texture_size=glam::vec2(face_texture_data.width as f32,face_texture_data.height as f32);
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//texture
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let texture_id=if let Some(&texture_id)=texture_id_from_name.get(face_texture_data.name()){
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texture_id
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}else{
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let texture_id=name_from_texture_id.len() as u32;
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texture_id_from_name.insert(face_texture_data.name().to_string(),texture_id);
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name_from_texture_id.push(face_texture_data.name().to_string());
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texture_id
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let texture_id=acquire_texture_id(face_texture_data.name()); //this is equivalent to a get_or_create pattern because there is a singular no-texture RenderId
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//so RenderId==TextureId
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//not the most failsafe code but this is just for the map tool lmao
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if unique_render_configs.len()==texture_id.get() as usize{
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unique_render_configs.push(model::RenderConfig::texture(texture_id));
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};
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let render_id=model::RenderConfigId::new(texture_id.get());
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//normal
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let normal=face.normal();
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let normal_idx=spam_normal.len() as u32;
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spam_normal.push(valve_transform(<[f32;3]>::from(normal)));
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let mut vertices:Vec<u32>=face.vertex_indexes().map(|vertex_index|{
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let pos=glam::Vec3A::from_array(vertices[vertex_index as usize]);
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let mut indices:Vec<model::VertexId>=face.vertex_positions().map(|vertex_position|{
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let vertex_xyz=<[f32;3]>::from(vertex_position);
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let pos=glam::Vec3A::from_array(vertex_xyz);
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let pos_idx=spam_pos.len();
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spam_pos.push(valve_transform(vertices[vertex_index as usize]));
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spam_pos.push(valve_transform(vertex_xyz));
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//calculate texture coordinates
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let tex=(glam::vec2(pos.dot(texture_u),pos.dot(texture_v))+texture_offset)/texture_size;
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let tex_idx=spam_tex.len() as u32;
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spam_tex.push(tex);
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let i=spam_vertices.len() as u32;
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let vertex_id=model::VertexId::new(spam_vertices.len() as u32);
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spam_vertices.push(model::IndexedVertex{
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pos: pos_idx as u32,
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tex: tex_idx as u32,
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normal: normal_idx,
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color: 0,
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pos:model::PositionId::new(pos_idx as u32),
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tex:model::TextureCoordinateId::new(tex_idx as u32),
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normal:model::NormalId::new(normal_idx),
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color:model::ColorId::new(0),
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});
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i
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vertex_id
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}).collect();
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vertices.reverse();
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model::IndexedGroup{
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texture:Some(texture_id),
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polys:vec![model::IndexedPolygon{vertices}],
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if face.is_visible(){
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graphics_groups.push(model::IndexedGraphicsGroup{
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render:render_id,
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groups:vec![polygon_group_id],
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})
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}
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physics_group.groups.push(polygon_group_id);
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model::PolygonGroup::PolygonList(model::PolygonList::new(vec![indices]))
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}).collect();
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model::IndexedModel{
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(
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model::Mesh{
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unique_pos:spam_pos,
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unique_tex:spam_tex,
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unique_normal:spam_normal,
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unique_color:vec![glam::Vec4::ONE],
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unique_vertices:spam_vertices,
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groups,
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instances:vec![model::ModelInstance{
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attributes:model::CollisionAttributes::Decoration,
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polygon_groups,
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graphics_groups,
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physics_groups:vec![physics_group],
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},
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model::Model{
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mesh:mesh_id,
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attributes:TEMP_TOUCH_ME_ATTRIBUTE,
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transform:integer::Planar64Affine3::new(
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integer::Planar64Mat3::default(),
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valve_transform(<[f32;3]>::from(world_model.origin))
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),
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..Default::default()
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}],
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}
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}).collect();
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color:glam::Vec4::ONE,
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},
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)
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}).unzip();
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//dedupe prop models
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let mut model_dedupe=std::collections::HashSet::new();
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for prop in bsp.static_props(){
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model_dedupe.insert(prop.model());
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map::CompleteMap{
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attributes:unique_attributes,
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meshes,
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render_configs:unique_render_configs,
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models,
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modes:strafesnet_common::gameplay_modes::Modes::new(Vec::new()),
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}
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}
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/*
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//call self.acquire_texture_id for each texture in the mesh
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//generate unique meshes
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let mut model_map=std::collections::HashMap::with_capacity(model_dedupe.len());
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let mut prop_models=Vec::new();
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@ -137,16 +155,16 @@ pub fn generate_indexed_models<R:std::io::Read+std::io::Seek>(input:&mut R)->Res
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spam_normal.push(valve_transform(<[f32;3]>::from(vertex.normal)));
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spam_tex.push(glam::Vec2::from_array(vertex.texture_coordinates));
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spam_vertices.push(model::IndexedVertex{
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pos:i as u32,
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tex:i as u32,
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normal:i as u32,
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color:0,
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pos:model::PositionId::new(i as u32),
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tex:model::TextureCoordinateId::new(i as u32),
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normal:model::NormalId::new(i as u32),
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color:model::ColorId::new(0),
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});
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}
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let model_id=prop_models.len();
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model_map.insert(model_name,model_id);
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prop_models.push(model::IndexedModel{
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prop_models.push(model::Mesh{
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unique_pos:spam_pos,
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unique_normal:spam_normal,
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unique_tex:spam_tex,
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@ -221,17 +239,4 @@ pub fn generate_indexed_models<R:std::io::Read+std::io::Seek>(input:&mut R)->Res
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//actually add the prop models
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prop_models.append(&mut models);
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Ok(model::IndexedModelInstances{
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textures:name_from_texture_id,
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models:prop_models,
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spawn_point,
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modes:Vec::new(),
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})
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},
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Err(e)=>{
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println!("rotten {:?}",e);
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Err(e)
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},
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}
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}
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*/
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37
src/lib.rs
37
src/lib.rs
@ -1 +1,36 @@
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pub mod bsp;
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mod bsp;
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pub struct Bsp(vbsp::Bsp);
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#[derive(Debug)]
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pub enum ReadError{
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Bsp(vbsp::BspError),
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Io(std::io::Error),
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}
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impl std::fmt::Display for ReadError{
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fn fmt(&self,f:&mut std::fmt::Formatter<'_>)->std::fmt::Result{
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write!(f,"{self:?}")
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}
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}
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impl std::error::Error for ReadError{}
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pub fn read<R:std::io::Read>(mut input:R)->Result<Bsp,ReadError>{
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let mut s=Vec::new();
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//TODO: mmap
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input.read_to_end(&mut s).map_err(ReadError::Io)?;
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vbsp::Bsp::read(s.as_slice()).map(Bsp).map_err(ReadError::Bsp)
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}
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pub fn convert<AcquireTextureId,AcquireMeshId>(
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bsp:&Bsp,
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acquire_texture_id:AcquireTextureId,
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acquire_mesh_id:AcquireMeshId
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)->strafesnet_common::map::CompleteMap
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where
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AcquireTextureId:FnMut(&str)->strafesnet_common::model::TextureId,
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AcquireMeshId:FnMut(&str)->strafesnet_common::model::MeshId,
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{
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bsp::convert(&bsp.0,acquire_texture_id,acquire_mesh_id)
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}
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