this code is unnecessary, delete it
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@ -159,6 +159,7 @@ pub fn generate_indexed_models_roblox(dom:rbx_dom_weak::WeakDom) -> Result<(Inde
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continue;
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}
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//TODO: also detect "CylinderMesh" etc here
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let shape=match &object.class[..]{
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"Part"=>{
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if let Some(rbx_dom_weak::types::Variant::Enum(shape))=object.properties.get("Shape"){
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@ -186,38 +187,6 @@ pub fn generate_indexed_models_roblox(dom:rbx_dom_weak::WeakDom) -> Result<(Inde
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}
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};
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//TODO: also detect "CylinderMesh" etc here
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let mut face_map=std::collections::HashMap::new();
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match shape{
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primitives::Primitives::Cube => {
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face_map.insert(0,0);//Right
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face_map.insert(1,1);//Top
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face_map.insert(2,2);//Back
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face_map.insert(3,3);//Left
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face_map.insert(4,4);//Bottom
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face_map.insert(5,5);//Front
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},
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primitives::Primitives::Wedge => {
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face_map.insert(0,0);//Right
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face_map.insert(1,1);//Top -> TopFront (some surf maps put surf textures on the Top face)
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face_map.insert(2,1);//Front -> TopFront
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face_map.insert(3,2);//Back
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face_map.insert(4,3);//Left
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face_map.insert(5,4);//Bottom
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},
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primitives::Primitives::CornerWedge => {
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//Right -> None
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face_map.insert(1,0);//Top
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//Back -> None
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face_map.insert(3,1);//Right
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face_map.insert(4,2);//Bottom
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face_map.insert(5,3);//Front
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},
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//do not support textured spheres/cylinders imported from roblox
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//this can be added later, there are some maps that use it
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primitives::Primitives::Sphere
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|primitives::Primitives::Cylinder => (),
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}
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//use the biggest one and cut it down later...
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let mut part_texture_description:RobloxPartDescription=[None,None,None,None,None,None];
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temp_objects.clear();
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@ -245,7 +214,7 @@ pub fn generate_indexed_models_roblox(dom:rbx_dom_weak::WeakDom) -> Result<(Inde
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texture_id
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};
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let normal_id=normalid.to_u32();
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if let Some(&face)=face_map.get(&normal_id){
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if normal_id<6{
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let mut roblox_texture_transform=RobloxTextureTransform::default();
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let mut roblox_texture_color=glam::Vec4::ONE;
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if decal.class=="Texture"{
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@ -269,7 +238,7 @@ pub fn generate_indexed_models_roblox(dom:rbx_dom_weak::WeakDom) -> Result<(Inde
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3=>(size.z,size.y),//left
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4=>(size.x,size.z),//bottom
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5=>(size.x,size.y),//front
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_=>(1.,1.),
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_=>panic!("unreachable"),
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};
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roblox_texture_transform=RobloxTextureTransform{
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offset_u:*ox/(*sx),offset_v:*oy/(*sy),
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@ -278,7 +247,7 @@ pub fn generate_indexed_models_roblox(dom:rbx_dom_weak::WeakDom) -> Result<(Inde
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roblox_texture_color=glam::vec4(decal_color3.r,decal_color3.g,decal_color3.b,1.0-*decal_transparency);
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}
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}
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part_texture_description[face]=Some(RobloxFaceTextureDescription{
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part_texture_description[normal_id as usize]=Some(RobloxFaceTextureDescription{
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texture:texture_id,
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color:roblox_texture_color,
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transform:roblox_texture_transform,
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@ -296,9 +265,9 @@ pub fn generate_indexed_models_roblox(dom:rbx_dom_weak::WeakDom) -> Result<(Inde
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primitives::Primitives::Sphere=>RobloxBasePartDescription::Sphere,
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primitives::Primitives::Cube=>RobloxBasePartDescription::Part([f0,f1,f2,f3,f4,f5]),
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primitives::Primitives::Cylinder=>RobloxBasePartDescription::Cylinder,
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//HAHAHA
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primitives::Primitives::Wedge=>RobloxBasePartDescription::Wedge([f0,f1,f2,f3,f4]),
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primitives::Primitives::CornerWedge=>RobloxBasePartDescription::CornerWedge([f0,f1,f2,f3]),
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//use front face texture first and use top face texture as a fallback
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primitives::Primitives::Wedge=>RobloxBasePartDescription::Wedge([f0,if f2.is_some(){f2}else{f1},f3,f4,f5]),
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primitives::Primitives::CornerWedge=>RobloxBasePartDescription::CornerWedge([f1,f3,f4,f5]),
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};
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//make new model if unit cube has not been crated before
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let model_id=if let Some(&model_id)=model_id_from_description.get(&basepart_texture_description){
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