move mesh loader prototype code to deferred_loader
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parent
4678318b3b
commit
c02e69f02c
130
src/bsp.rs
130
src/bsp.rs
@ -19,6 +19,11 @@ where
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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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//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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//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 (meshes,models):(Vec<model::Mesh>,Vec<model::Model>)=bsp.models().enumerate().map(|(mesh_id,world_model)|{
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@ -103,131 +108,6 @@ where
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)
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)
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}).unzip();
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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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}
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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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for model_name in model_dedupe{
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let model_name_lower=model_name.to_lowercase();
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//.mdl, .vvd, .dx90.vtx
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let mut path=std::path::PathBuf::from(model_name_lower.as_str());
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let file_name=std::path::PathBuf::from(path.file_stem().unwrap());
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path.pop();
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path.push(file_name);
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let mut vvd_path=path.clone();
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let mut vtx_path=path.clone();
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vvd_path.set_extension("vvd");
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vtx_path.set_extension("dx90.vtx");
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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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(Ok(Some(mdl_file)),Ok(Some(vvd_file)),Ok(Some(vtx_file)))=>{
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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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(Ok(mdl),Ok(vvd),Ok(vtx))=>{
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let model=vmdl::Model::from_parts(mdl,vtx,vvd);
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let texture_paths=model.texture_directories();
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if texture_paths.len()!=1{
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println!("WARNING: multiple texture paths");
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}
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let skin=model.skin_tables().nth(0).unwrap();
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let mut spam_pos=Vec::with_capacity(model.vertices().len());
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let mut spam_normal=Vec::with_capacity(model.vertices().len());
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let mut spam_tex=Vec::with_capacity(model.vertices().len());
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let mut spam_vertices=Vec::with_capacity(model.vertices().len());
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for (i,vertex) in model.vertices().iter().enumerate(){
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spam_pos.push(valve_transform(<[f32;3]>::from(vertex.position)));
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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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});
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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::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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unique_color:vec![glam::Vec4::ONE],
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unique_vertices:spam_vertices,
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groups:model.meshes().map(|mesh|{
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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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let mut path=std::path::PathBuf::from(texture_path.as_str());
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path.push(texture_name);
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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]}
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}).collect::<Vec<model::IndexedPolygon>>()
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}).flatten().collect()
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},
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}
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}).collect(),
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instances:Vec::new(),
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});
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},
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_=>println!("model_name={} error",model_name),
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}
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},
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_=>println!("no model name={}",model_name),
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}
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}
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//generate model instances
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for prop in bsp.static_props(){
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let placement=prop.as_prop_placement();
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if let Some(&model_index)=model_map.get(placement.model){
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prop_models[model_index].instances.push(model::ModelInstance{
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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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attributes:model::CollisionAttributes::Decoration,
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..Default::default()
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});
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}else{
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//println!("model not found {}",placement.model);
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}
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}
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//actually add the prop models
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prop_models.append(&mut models);
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map::CompleteMap{
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map::CompleteMap{
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attributes:unique_attributes,
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attributes:unique_attributes,
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meshes,
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meshes,
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