new loading api
This commit is contained in:
parent
b8283d921f
commit
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2
Cargo.lock
generated
2
Cargo.lock
generated
@ -354,7 +354,7 @@ dependencies = [
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[[package]]
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[[package]]
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name = "strafesnet_common"
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name = "strafesnet_common"
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version = "0.1.0"
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version = "0.1.0"
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source = "git+https://git.itzana.me/StrafesNET/common?rev=47cdea0c8a5d10a2440ca6270a975d560aa3642d#47cdea0c8a5d10a2440ca6270a975d560aa3642d"
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source = "git+https://git.itzana.me/StrafesNET/common?rev=093a54c527134ef7020a22a0f5778df8cba60228#093a54c527134ef7020a22a0f5778df8cba60228"
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dependencies = [
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dependencies = [
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"glam",
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"glam",
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"id",
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"id",
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@ -7,6 +7,6 @@ edition = "2021"
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[dependencies]
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[dependencies]
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glam = "0.25.0"
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glam = "0.25.0"
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strafesnet_common = { git = "https://git.itzana.me/StrafesNET/common", rev = "47cdea0c8a5d10a2440ca6270a975d560aa3642d" }
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strafesnet_common = { git = "https://git.itzana.me/StrafesNET/common", rev = "093a54c527134ef7020a22a0f5778df8cba60228" }
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vbsp = "0.5.0"
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vbsp = "0.5.0"
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vmdl = "0.1.1"
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vmdl = "0.1.1"
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290
src/bsp.rs
290
src/bsp.rs
@ -4,31 +4,55 @@ const VALVE_SCALE:f32=1.0/16.0;
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fn valve_transform(v:[f32;3])->integer::Planar64Vec3{
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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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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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}
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pub fn convert<AcquireTextureId,AcquireMeshId>(
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pub fn convert_bsp<AcquireRenderConfigId,AcquireMeshId>(
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bsp:&vbsp::Bsp,
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bsp:&vbsp::Bsp,
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mut acquire_texture_id:AcquireTextureId,
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acquire_render_config_id:&mut AcquireRenderConfigId,
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mut acquire_mesh_id:AcquireMeshId
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mut acquire_mesh_id:AcquireMeshId
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)->strafesnet_common::map::CompleteMap
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)->PartialMap1
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where
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where
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AcquireTextureId:FnMut(&str)->model::TextureId,
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AcquireRenderConfigId:FnMut(Option<&str>)->model::RenderConfigId,
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AcquireMeshId:FnMut(&str)->model::MeshId,
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AcquireMeshId:FnMut(&str)->model::MeshId,
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{
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{
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let mut unique_render_configs=Vec::new();
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//figure out real attributes later
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let mut unique_attributes=Vec::new();
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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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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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const TEMP_TOUCH_ME_ATTRIBUTE:gameplay_attributes::CollisionAttributesId=gameplay_attributes::CollisionAttributesId::new(0);
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let mut prop_mesh_count=0;
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//declare all prop models to Loader
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//declare all prop models to Loader
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for prop in bsp.static_props(){
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let prop_models=bsp.static_props().map(|prop|{
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acquire_mesh_id(prop.model());
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//get or create mesh_id
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let mesh_id=acquire_mesh_id(prop.model());
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//not the most failsafe code but this is just for the map tool lmao
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if prop_mesh_count==mesh_id.get(){
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prop_mesh_count+=1;
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};
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let placement=prop.as_prop_placement();
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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::try_from(
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glam::Mat3A::from_diagonal(glam::Vec3::splat(placement.scale))
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//TODO: figure this out
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*glam::Mat3A::from_quat(glam::Quat::from_xyzw(
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placement.rotation.v.x,//b
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placement.rotation.v.y,//c
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placement.rotation.v.z,//d
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placement.rotation.s,//a
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))
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).unwrap(),
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valve_transform(<[f32;3]>::from(placement.origin)),
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),
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color:glam::Vec4::ONE,
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}
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}
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}).collect();
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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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//TODO: make the main map one single mesh with a bunch of different physics groups and graphics groups
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//the generated MeshIds in here will collide with the Loader Mesh Ids
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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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//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 (world_meshes,world_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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let mesh_id=model::MeshId::new(mesh_id as u32);
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//non-deduplicated
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//non-deduplicated
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let mut spam_pos=Vec::new();
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let mut spam_pos=Vec::new();
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@ -45,14 +69,9 @@ where
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let texture_offset=glam::vec2(face_texture.texture_transforms_u[3],face_texture.texture_transforms_v[3]);
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let texture_offset=glam::vec2(face_texture.texture_transforms_u[3],face_texture.texture_transforms_v[3]);
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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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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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//this automatically figures out what the texture is trying to do and creates
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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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//a render config for it, and then returns the id to that render config
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//so RenderId==TextureId
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let render_id=acquire_render_config_id(Some(face_texture_data.name()));
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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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//normal
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let normal=face.normal();
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let normal=face.normal();
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@ -111,36 +130,114 @@ where
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)
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)
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}).unzip();
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}).unzip();
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map::CompleteMap{
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PartialMap1{
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attributes:unique_attributes,
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attributes:unique_attributes,
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meshes,
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world_meshes,
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render_configs:unique_render_configs,
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prop_models,
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models,
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world_models,
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modes:strafesnet_common::gameplay_modes::Modes::new(Vec::new()),
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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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}
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/*
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//partially constructed map types
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//call self.acquire_texture_id for each texture in the mesh
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pub struct PartialMap1{
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//generate unique meshes
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attributes:Vec<strafesnet_common::gameplay_attributes::CollisionAttributes>,
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let mut model_map=std::collections::HashMap::with_capacity(model_dedupe.len());
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prop_models:Vec<model::Model>,
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let mut prop_models=Vec::new();
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world_meshes:Vec<model::Mesh>,
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for model_name in model_dedupe{
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world_models:Vec<model::Model>,
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let model_name_lower=model_name.to_lowercase();
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modes:strafesnet_common::gameplay_modes::Modes,
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//.mdl, .vvd, .dx90.vtx
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}
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let mut path=std::path::PathBuf::from(model_name_lower.as_str());
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impl PartialMap1{
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let file_name=std::path::PathBuf::from(path.file_stem().unwrap());
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pub fn add_prop_meshes<AcquireRenderConfigId>(
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path.pop();
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self,
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path.push(file_name);
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prop_meshes:impl IntoIterator<Item=(model::MeshId,crate::data::ModelData)>,
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let mut vvd_path=path.clone();
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acquire_render_config_id:&mut AcquireRenderConfigId,
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let mut vtx_path=path.clone();
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)->PartialMap2
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vvd_path.set_extension("vvd");
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where
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vtx_path.set_extension("dx90.vtx");
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AcquireRenderConfigId:FnMut(Option<&str>)->model::RenderConfigId,
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match (bsp.pack.get(model_name_lower.as_str()),bsp.pack.get(vvd_path.as_os_str().to_str().unwrap()),bsp.pack.get(vtx_path.as_os_str().to_str().unwrap())){
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{
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(Ok(Some(mdl_file)),Ok(Some(vvd_file)),Ok(Some(vtx_file)))=>{
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PartialMap2{
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match (vmdl::mdl::Mdl::read(mdl_file.as_ref()),vmdl::vvd::Vvd::read(vvd_file.as_ref()),vmdl::vtx::Vtx::read(vtx_file.as_ref())){
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attributes:self.attributes,
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(Ok(mdl),Ok(vvd),Ok(vtx))=>{
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prop_meshes:prop_meshes.into_iter().filter_map(|(mesh_id,model_data)|
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let model=vmdl::Model::from_parts(mdl,vtx,vvd);
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//this will generate new render ids and texture ids
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match convert_mesh(model_data,acquire_render_config_id){
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Ok(mesh)=>Some((mesh_id,mesh)),
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Err(e)=>{
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println!("error converting mesh: {e}");
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None
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}
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}
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).collect(),
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prop_models:self.prop_models,
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world_meshes:self.world_meshes,
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world_models:self.world_models,
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modes:self.modes,
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}
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}
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}
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pub struct PartialMap2{
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attributes:Vec<strafesnet_common::gameplay_attributes::CollisionAttributes>,
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prop_meshes:Vec<(model::MeshId,model::Mesh)>,
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prop_models:Vec<model::Model>,
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world_meshes:Vec<model::Mesh>,
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world_models:Vec<model::Model>,
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modes:strafesnet_common::gameplay_modes::Modes,
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}
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impl PartialMap2{
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pub fn add_render_configs_and_textures(
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mut self,
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render_configs:impl IntoIterator<Item=(model::RenderConfigId,model::RenderConfig)>,
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textures:impl IntoIterator<Item=(model::TextureId,Vec<u8>)>,
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)->map::CompleteMap{
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//merge mesh and model lists, flatten and remap all ids
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let mesh_id_offset=self.world_meshes.len();
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println!("prop_meshes.len()={}",self.prop_meshes.len());
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let (mut prop_meshes,prop_mesh_id_map):(Vec<model::Mesh>,std::collections::HashMap<model::MeshId,model::MeshId>)
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=self.prop_meshes.into_iter().enumerate().map(|(new_mesh_id,(old_mesh_id,mesh))|{
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(mesh,(old_mesh_id,model::MeshId::new((mesh_id_offset+new_mesh_id) as u32)))
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}).unzip();
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self.world_meshes.append(&mut prop_meshes);
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//there is no modes or runtime behaviour with references to the model ids currently
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//so just relentlessly cull them if the mesh is missing
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self.world_models.extend(self.prop_models.into_iter().filter_map(|mut model|
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prop_mesh_id_map.get(&model.mesh).map(|&new_mesh_id|{
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model.mesh=new_mesh_id;
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model
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})
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));
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//let mut models=Vec::new();
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let (textures,texture_id_map):(Vec<Vec<u8>>,std::collections::HashMap<model::TextureId,model::TextureId>)
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=textures.into_iter()
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//.filter_map(f) cull unused textures
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.enumerate().map(|(new_texture_id,(old_texture_id,texture))|{
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(texture,(old_texture_id,model::TextureId::new(new_texture_id as u32)))
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}).unzip();
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let render_configs=render_configs.into_iter().map(|(render_config_id,mut render_config)|{
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//this may generate duplicate no-texture render configs but idc
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render_config.texture=render_config.texture.and_then(|texture_id|
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texture_id_map.get(&texture_id).copied()
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);
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render_config
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}).collect();
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map::CompleteMap{
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modes:self.modes,
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attributes:self.attributes,
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meshes:self.world_meshes,
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models:self.world_models,
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textures,
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render_configs,
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}
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}
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}
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fn convert_mesh<AcquireRenderConfigId>(
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model_data:crate::data::ModelData,
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acquire_render_config_id:&mut AcquireRenderConfigId,
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)->Result<model::Mesh,vmdl::ModelError>
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where
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AcquireRenderConfigId:FnMut(Option<&str>)->model::RenderConfigId,
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{
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let model=model_data.read_model()?;
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let texture_paths=model.texture_directories();
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let texture_paths=model.texture_directories();
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if texture_paths.len()!=1{
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if texture_paths.len()!=1{
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println!("WARNING: multiple texture paths");
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println!("WARNING: multiple texture paths");
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@ -162,82 +259,47 @@ where
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color:model::ColorId::new(0),
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color:model::ColorId::new(0),
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});
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});
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}
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}
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let mut graphics_groups=Vec::new();
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let mut physics_groups=Vec::new();
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let polygon_groups=model.meshes().enumerate().map(|(polygon_group_id,mesh)|{
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let polygon_group_id=model::PolygonGroupId::new(polygon_group_id as u32);
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let model_id=prop_models.len();
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let render_id=if let (Some(texture_path),Some(texture_name))=(texture_paths.get(0),skin.texture(mesh.material_index())){
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model_map.insert(model_name,model_id);
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let mut path=std::path::PathBuf::from(texture_path.as_str());
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prop_models.push(model::Mesh{
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path.push(texture_name);
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acquire_render_config_id(path.as_os_str().to_str())
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}else{
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acquire_render_config_id(None)
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};
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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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physics_groups.push(model::IndexedPhysicsGroup{
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groups:vec![polygon_group_id],
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});
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model::PolygonGroup::PolygonList(model::PolygonList::new(
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//looking at the code, it would seem that the strips are pre-deindexed into triangle lists when calling this function
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mesh.vertex_strip_indices().flat_map(|mut strip|
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std::iter::from_fn(move||{
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match (strip.next(),strip.next(),strip.next()){
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(Some(v1),Some(v2),Some(v3))=>Some([v1,v2,v3].map(|vertex_id|model::VertexId::new(vertex_id as u32)).to_vec()),
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//ignore extra vertices, not sure what to do in this case, failing the whole conversion could be appropriate
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_=>None,
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}
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})
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).collect()
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))
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}).collect();
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Ok(model::Mesh{
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unique_pos:spam_pos,
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unique_pos:spam_pos,
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unique_normal:spam_normal,
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unique_normal:spam_normal,
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unique_tex:spam_tex,
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unique_tex:spam_tex,
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unique_color:vec![glam::Vec4::ONE],
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unique_color:vec![glam::Vec4::ONE],
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unique_vertices:spam_vertices,
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unique_vertices:spam_vertices,
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groups:model.meshes().map(|mesh|{
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polygon_groups,
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let texture=if let (Some(texture_path),Some(texture_name))=(texture_paths.get(0),skin.texture(mesh.material_index())){
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graphics_groups,
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let mut path=std::path::PathBuf::from(texture_path.as_str());
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physics_groups,
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path.push(texture_name);
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})
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let texture_location=path.as_os_str().to_str().unwrap();
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let texture_id=if let Some(&texture_id)=texture_id_from_name.get(texture_location){
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texture_id
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}else{
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println!("texture! {}",texture_location);
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let texture_id=name_from_texture_id.len() as u32;
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texture_id_from_name.insert(texture_location.to_string(),texture_id);
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name_from_texture_id.push(texture_location.to_string());
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texture_id
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};
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Some(texture_id)
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}else{
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None
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};
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model::IndexedGroup{
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texture,
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polys:{
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//looking at the code, it would seem that the strips are pre-deindexed into triangle lists when calling this function
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mesh.vertex_strip_indices().map(|strip|{
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strip.collect::<Vec<usize>>().chunks(3).map(|tri|{
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|
||||||
model::IndexedPolygon{vertices:vec![tri[0] as u32,tri[1] as u32,tri[2] as u32]}
|
|
||||||
}).collect::<Vec<model::IndexedPolygon>>()
|
|
||||||
}).flatten().collect()
|
|
||||||
},
|
|
||||||
}
|
}
|
||||||
}).collect(),
|
|
||||||
instances:Vec::new(),
|
|
||||||
});
|
|
||||||
},
|
|
||||||
_=>println!("model_name={} error",model_name),
|
|
||||||
}
|
|
||||||
},
|
|
||||||
_=>println!("no model name={}",model_name),
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
//generate model instances
|
|
||||||
for prop in bsp.static_props(){
|
|
||||||
let placement=prop.as_prop_placement();
|
|
||||||
if let Some(&model_index)=model_map.get(placement.model){
|
|
||||||
prop_models[model_index].instances.push(model::ModelInstance{
|
|
||||||
transform:integer::Planar64Affine3::new(
|
|
||||||
integer::Planar64Mat3::try_from(
|
|
||||||
glam::Mat3A::from_diagonal(glam::Vec3::splat(placement.scale))
|
|
||||||
//TODO: figure this out
|
|
||||||
*glam::Mat3A::from_quat(glam::Quat::from_xyzw(
|
|
||||||
placement.rotation.v.x,//b
|
|
||||||
placement.rotation.v.y,//c
|
|
||||||
placement.rotation.v.z,//d
|
|
||||||
placement.rotation.s,//a
|
|
||||||
))
|
|
||||||
).unwrap(),
|
|
||||||
valve_transform(<[f32;3]>::from(placement.origin)),
|
|
||||||
),
|
|
||||||
attributes:model::CollisionAttributes::Decoration,
|
|
||||||
..Default::default()
|
|
||||||
});
|
|
||||||
}else{
|
|
||||||
//println!("model not found {}",placement.model);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
//actually add the prop models
|
|
||||||
prop_models.append(&mut models);
|
|
||||||
*/
|
|
||||||
|
60
src/data.rs
Normal file
60
src/data.rs
Normal file
@ -0,0 +1,60 @@
|
|||||||
|
pub struct Bsp(vbsp::Bsp);
|
||||||
|
impl Bsp{
|
||||||
|
pub const fn new(value:vbsp::Bsp)->Self{
|
||||||
|
Self(value)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
impl AsRef<vbsp::Bsp> for Bsp{
|
||||||
|
fn as_ref(&self)->&vbsp::Bsp{
|
||||||
|
&self.0
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
pub struct MdlData(Vec<u8>);
|
||||||
|
impl MdlData{
|
||||||
|
pub const fn new(value:Vec<u8>)->Self{
|
||||||
|
Self(value)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
impl AsRef<[u8]> for MdlData{
|
||||||
|
fn as_ref(&self)->&[u8]{
|
||||||
|
self.0.as_ref()
|
||||||
|
}
|
||||||
|
}
|
||||||
|
pub struct VtxData(Vec<u8>);
|
||||||
|
impl VtxData{
|
||||||
|
pub const fn new(value:Vec<u8>)->Self{
|
||||||
|
Self(value)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
impl AsRef<[u8]> for VtxData{
|
||||||
|
fn as_ref(&self)->&[u8]{
|
||||||
|
self.0.as_ref()
|
||||||
|
}
|
||||||
|
}
|
||||||
|
pub struct VvdData(Vec<u8>);
|
||||||
|
impl VvdData{
|
||||||
|
pub const fn new(value:Vec<u8>)->Self{
|
||||||
|
Self(value)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
impl AsRef<[u8]> for VvdData{
|
||||||
|
fn as_ref(&self)->&[u8]{
|
||||||
|
self.0.as_ref()
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
pub struct ModelData{
|
||||||
|
pub mdl:MdlData,
|
||||||
|
pub vtx:VtxData,
|
||||||
|
pub vvd:VvdData,
|
||||||
|
}
|
||||||
|
impl ModelData{
|
||||||
|
pub fn read_model(&self)->Result<vmdl::Model,vmdl::ModelError>{
|
||||||
|
Ok(vmdl::Model::from_parts(
|
||||||
|
vmdl::mdl::Mdl::read(self.mdl.as_ref())?,
|
||||||
|
vmdl::vtx::Vtx::read(self.vtx.as_ref())?,
|
||||||
|
vmdl::vvd::Vvd::read(self.vvd.as_ref())?,
|
||||||
|
))
|
||||||
|
}
|
||||||
|
}
|
15
src/lib.rs
15
src/lib.rs
@ -1,6 +1,7 @@
|
|||||||
mod bsp;
|
mod bsp;
|
||||||
|
pub mod data;
|
||||||
|
|
||||||
pub struct Bsp(vbsp::Bsp);
|
pub use data::Bsp;
|
||||||
|
|
||||||
#[derive(Debug)]
|
#[derive(Debug)]
|
||||||
pub enum ReadError{
|
pub enum ReadError{
|
||||||
@ -20,17 +21,17 @@ pub fn read<R:std::io::Read>(mut input:R)->Result<Bsp,ReadError>{
|
|||||||
//TODO: mmap
|
//TODO: mmap
|
||||||
input.read_to_end(&mut s).map_err(ReadError::Io)?;
|
input.read_to_end(&mut s).map_err(ReadError::Io)?;
|
||||||
|
|
||||||
vbsp::Bsp::read(s.as_slice()).map(Bsp).map_err(ReadError::Bsp)
|
vbsp::Bsp::read(s.as_slice()).map(Bsp::new).map_err(ReadError::Bsp)
|
||||||
}
|
}
|
||||||
|
|
||||||
pub fn convert<AcquireTextureId,AcquireMeshId>(
|
pub fn convert<AcquireRenderConfigId,AcquireMeshId>(
|
||||||
bsp:&Bsp,
|
bsp:&Bsp,
|
||||||
acquire_texture_id:AcquireTextureId,
|
acquire_render_config_id:&mut AcquireRenderConfigId,
|
||||||
acquire_mesh_id:AcquireMeshId
|
acquire_mesh_id:AcquireMeshId
|
||||||
)->strafesnet_common::map::CompleteMap
|
)->bsp::PartialMap1
|
||||||
where
|
where
|
||||||
AcquireTextureId:FnMut(&str)->strafesnet_common::model::TextureId,
|
AcquireRenderConfigId:FnMut(Option<&str>)->strafesnet_common::model::RenderConfigId,
|
||||||
AcquireMeshId:FnMut(&str)->strafesnet_common::model::MeshId,
|
AcquireMeshId:FnMut(&str)->strafesnet_common::model::MeshId,
|
||||||
{
|
{
|
||||||
bsp::convert(&bsp.0,acquire_texture_id,acquire_mesh_id)
|
bsp::convert_bsp(bsp.as_ref(),acquire_render_config_id,acquire_mesh_id)
|
||||||
}
|
}
|
Loading…
Reference in New Issue
Block a user