From c02e69f02cbe820fd51d67fa3d4021aa28c918e0 Mon Sep 17 00:00:00 2001 From: Quaternions Date: Tue, 13 Feb 2024 20:22:33 -0800 Subject: [PATCH] move mesh loader prototype code to deferred_loader --- src/bsp.rs | 130 +++-------------------------------------------------- 1 file changed, 5 insertions(+), 125 deletions(-) diff --git a/src/bsp.rs b/src/bsp.rs index 85e9add..28e7280 100644 --- a/src/bsp.rs +++ b/src/bsp.rs @@ -19,6 +19,11 @@ where unique_attributes.push(gameplay_attributes::CollisionAttributes::contact_default()); const TEMP_TOUCH_ME_ATTRIBUTE:gameplay_attributes::CollisionAttributesId=gameplay_attributes::CollisionAttributesId::new(0); + //declare all prop models to Loader + for prop in bsp.static_props(){ + acquire_mesh_id(prop.model()); + } + //the generated MeshIds in here will collide with the Loader Mesh Ids //but I can't think of a good workaround other than just remapping one later. let (meshes,models):(Vec,Vec)=bsp.models().enumerate().map(|(mesh_id,world_model)|{ @@ -103,131 +108,6 @@ where ) }).unzip(); - //dedupe prop models - let mut model_dedupe=std::collections::HashSet::new(); - for prop in bsp.static_props(){ - model_dedupe.insert(prop.model()); - } - - //generate unique meshes - let mut model_map=std::collections::HashMap::with_capacity(model_dedupe.len()); - let mut prop_models=Vec::new(); - for model_name in model_dedupe{ - let model_name_lower=model_name.to_lowercase(); - //.mdl, .vvd, .dx90.vtx - let mut path=std::path::PathBuf::from(model_name_lower.as_str()); - let file_name=std::path::PathBuf::from(path.file_stem().unwrap()); - path.pop(); - path.push(file_name); - let mut vvd_path=path.clone(); - let mut vtx_path=path.clone(); - vvd_path.set_extension("vvd"); - vtx_path.set_extension("dx90.vtx"); - 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())){ - (Ok(Some(mdl_file)),Ok(Some(vvd_file)),Ok(Some(vtx_file)))=>{ - 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())){ - (Ok(mdl),Ok(vvd),Ok(vtx))=>{ - let model=vmdl::Model::from_parts(mdl,vtx,vvd); - let texture_paths=model.texture_directories(); - if texture_paths.len()!=1{ - println!("WARNING: multiple texture paths"); - } - let skin=model.skin_tables().nth(0).unwrap(); - - let mut spam_pos=Vec::with_capacity(model.vertices().len()); - let mut spam_normal=Vec::with_capacity(model.vertices().len()); - let mut spam_tex=Vec::with_capacity(model.vertices().len()); - let mut spam_vertices=Vec::with_capacity(model.vertices().len()); - for (i,vertex) in model.vertices().iter().enumerate(){ - spam_pos.push(valve_transform(<[f32;3]>::from(vertex.position))); - spam_normal.push(valve_transform(<[f32;3]>::from(vertex.normal))); - spam_tex.push(glam::Vec2::from_array(vertex.texture_coordinates)); - spam_vertices.push(model::IndexedVertex{ - pos:i as u32, - tex:i as u32, - normal:i as u32, - color:0, - }); - } - - let model_id=prop_models.len(); - model_map.insert(model_name,model_id); - prop_models.push(model::Mesh{ - unique_pos:spam_pos, - unique_normal:spam_normal, - unique_tex:spam_tex, - unique_color:vec![glam::Vec4::ONE], - unique_vertices:spam_vertices, - groups:model.meshes().map(|mesh|{ - let texture=if let (Some(texture_path),Some(texture_name))=(texture_paths.get(0),skin.texture(mesh.material_index())){ - let mut path=std::path::PathBuf::from(texture_path.as_str()); - path.push(texture_name); - let texture_location=path.as_os_str().to_str().unwrap(); - let texture_id=if let Some(&texture_id)=texture_id_from_name.get(texture_location){ - texture_id - }else{ - println!("texture! {}",texture_location); - let texture_id=name_from_texture_id.len() as u32; - texture_id_from_name.insert(texture_location.to_string(),texture_id); - name_from_texture_id.push(texture_location.to_string()); - texture_id - }; - Some(texture_id) - }else{ - None - }; - - model::IndexedGroup{ - texture, - polys:{ - //looking at the code, it would seem that the strips are pre-deindexed into triangle lists when calling this function - mesh.vertex_strip_indices().map(|strip|{ - strip.collect::>().chunks(3).map(|tri|{ - model::IndexedPolygon{vertices:vec![tri[0] as u32,tri[1] as u32,tri[2] as u32]} - }).collect::>() - }).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); - map::CompleteMap{ attributes:unique_attributes, meshes,