implement bsp.models() conversion
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parent
0fb96d2c19
commit
4678318b3b
101
src/bsp.rs
101
src/bsp.rs
@ -13,18 +13,25 @@ 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 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 unique_render_configs=Vec::new();
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let mut models=bsp.models().map(|world_model|{
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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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//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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@ -32,20 +39,19 @@ where
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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 indices:Vec<u32>=face.vertex_positions().map(|vertex_position|{
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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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@ -56,36 +62,46 @@ where
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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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indices.reverse();
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texture:Some(texture_id),
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model::IndexedGroup::PolygonList(vec![model::IndexedPolygon{indices}])
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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::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::Model{
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attributes:gameplay_attributes::CollisionAttributes::Decoration,
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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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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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@ -212,10 +228,11 @@ where
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//actually add the prop models
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prop_models.append(&mut models);
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Ok(model::MeshInstances{
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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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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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