unique model per face texture algorithm
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b404908a55
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f492a09377
@ -49,6 +49,52 @@ impl std::str::FromStr for RobloxAssetId {
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Err(RobloxAssetIdParseErr)
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}
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}
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#[derive(Clone,Copy,PartialEq)]
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struct RobloxTextureTransform{
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offset_u:f32,
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offset_v:f32,
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scale_u:f32,
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scale_v:f32,
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}
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impl std::cmp::Eq for RobloxTextureTransform{}//????
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impl std::default::Default for RobloxTextureTransform{
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fn default() -> Self {
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Self{offset_u:0.0,offset_v:0.0,scale_u:1.0,scale_v:1.0}
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}
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}
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impl std::hash::Hash for RobloxTextureTransform {
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fn hash<H: std::hash::Hasher>(&self, state: &mut H) {
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self.offset_u.to_ne_bytes().hash(state);
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self.offset_v.to_ne_bytes().hash(state);
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self.scale_u.to_ne_bytes().hash(state);
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self.scale_v.to_ne_bytes().hash(state);
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}
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}
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#[derive(Hash)]
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struct PartFaceTextureDescription{
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texture:u32,
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transform:RobloxTextureTransform,
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}
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type PartTextureDescription=[Option<PartFaceTextureDescription>;6];
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#[derive(Hash,Eq,PartialEq)]
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struct RobloxUnitCubeGenerationData{
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texture:Option<u32>,
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faces:[Option<RobloxTextureTransform>;6],
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}
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impl std::default::Default for RobloxUnitCubeGenerationData{
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fn default() -> Self {
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Self{
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texture:None,
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faces:[Some(RobloxTextureTransform::default());6],
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}
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}
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}
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impl RobloxUnitCubeGenerationData{
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fn empty() -> Self {
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Self{
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texture:None,
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faces:[None,None,None,None,None,None],
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}
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}
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}
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pub fn generate_modeldatas_roblox(dom:rbx_dom_weak::WeakDom) -> Result<(Vec<ModelData>,Vec<String>,glam::Vec3), Box<dyn std::error::Error>>{
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@ -56,14 +102,14 @@ pub fn generate_modeldatas_roblox(dom:rbx_dom_weak::WeakDom) -> Result<(Vec<Mode
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let mut spawn_point=glam::Vec3::ZERO;
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//TODO: generate unit Block, Wedge, etc. after based on part shape lists
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let mut modeldatas=crate::model::generate_modeldatas(primitives::the_unit_cube_lol(),ModelData::COLOR_FLOATS_WHITE);
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let unit_cube_modeldata=modeldatas[0].clone();
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let mut modeldatas=Vec::new();
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let mut texture_id_from_asset_id=std::collections::HashMap::<u64,u32>::new();
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let mut asset_id_from_texture_id=Vec::new();
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let mut object_refs = std::vec::Vec::new();
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let mut temp_objects = std::vec::Vec::new();
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let mut object_refs=Vec::new();
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let mut temp_objects=Vec::new();
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let mut model_id_from_ucgd=std::collections::HashMap::<RobloxUnitCubeGenerationData,usize>::new();
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recursive_collect_superclass(&mut object_refs, &dom, dom.root(),"BasePart");
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for object_ref in object_refs {
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if let Some(object)=dom.get_by_ref(object_ref){
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@ -104,59 +150,117 @@ pub fn generate_modeldatas_roblox(dom:rbx_dom_weak::WeakDom) -> Result<(Vec<Mode
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temp_objects.clear();
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recursive_collect_superclass(&mut temp_objects, &dom, object,"Decal");
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let mut texture_transform=glam::Affine2::IDENTITY;
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let mut i_can_only_load_one_texture_per_model=None;
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let mut part_texture_description:PartTextureDescription=[None,None,None,None,None,None];
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for &decal_ref in &temp_objects{
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if let Some(decal)=dom.get_by_ref(decal_ref){
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if let Some(rbx_dom_weak::types::Variant::Content(content)) = decal.properties.get("Texture") {
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if decal.class=="Texture"{
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//generate tranform
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if let (
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Some(rbx_dom_weak::types::Variant::Float32(ox)),
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Some(rbx_dom_weak::types::Variant::Float32(oy)),
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Some(rbx_dom_weak::types::Variant::Float32(sx)),
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Some(rbx_dom_weak::types::Variant::Float32(sy)),
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) = (
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decal.properties.get("OffsetStudsU"),
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decal.properties.get("OffsetStudsV"),
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decal.properties.get("StudsPerTileU"),
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decal.properties.get("StudsPerTileV"),
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)
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{
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//pretend we don't need to know the face
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texture_transform=glam::Affine2::from_translation(
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glam::vec2(*ox/size.x,*oy/size.y)
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)
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*glam::Affine2::from_scale(
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glam::vec2(*sx/size.x,*sy/size.y)
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);
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}
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}
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if let (
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Some(rbx_dom_weak::types::Variant::Content(content)),
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Some(rbx_dom_weak::types::Variant::Enum(normalid)),
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) = (
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decal.properties.get("Texture"),
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decal.properties.get("Face"),
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) {
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if let Ok(asset_id)=content.clone().into_string().parse::<RobloxAssetId>(){
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if let Some(&texture_id)=texture_id_from_asset_id.get(&asset_id.0){
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i_can_only_load_one_texture_per_model=Some(texture_id);
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let texture_id=if let Some(&texture_id)=texture_id_from_asset_id.get(&asset_id.0){
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texture_id
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}else{
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let texture_id=asset_id_from_texture_id.len();
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texture_id_from_asset_id.insert(asset_id.0,texture_id as u32);
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let texture_id=asset_id_from_texture_id.len() as u32;
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texture_id_from_asset_id.insert(asset_id.0,texture_id);
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asset_id_from_texture_id.push(asset_id.0);
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//make new model
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let mut unit_cube_texture=unit_cube_modeldata.clone();
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unit_cube_texture.texture=Some(texture_id as u32);
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modeldatas.push(unit_cube_texture);
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texture_id
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};
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let face=normalid.to_u32();
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if face<6{
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let mut roblox_texture_transform=RobloxTextureTransform::default();
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if decal.class=="Texture"{
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//generate tranform
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if let (
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Some(rbx_dom_weak::types::Variant::Float32(ox)),
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Some(rbx_dom_weak::types::Variant::Float32(oy)),
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Some(rbx_dom_weak::types::Variant::Float32(sx)),
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Some(rbx_dom_weak::types::Variant::Float32(sy)),
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) = (
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decal.properties.get("OffsetStudsU"),
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decal.properties.get("OffsetStudsV"),
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decal.properties.get("StudsPerTileU"),
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decal.properties.get("StudsPerTileV"),
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)
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{
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//pretend we don't need to know the face
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roblox_texture_transform=RobloxTextureTransform{
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offset_u:*ox/size.x,offset_v:*oy/size.y,
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scale_u:*sx/size.x,scale_v:*sy/size.y,
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}
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}
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}
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//I can alos put the color into here and generate the vertices with the color
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part_texture_description[face as usize]=Some(PartFaceTextureDescription{
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texture:texture_id,
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transform:roblox_texture_transform,
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});
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}else{
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println!("goofy ahh roblox gave NormalId {}", face);
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}
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}
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}
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}
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}
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let model_instance=ModelInstance {
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model_transform,
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color: glam::vec4(color3.r as f32/255f32, color3.g as f32/255f32, color3.b as f32/255f32, 1.0-*transparency),
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};
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match i_can_only_load_one_texture_per_model{
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//push to existing texture model
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Some(texture_id)=>modeldatas[(texture_id+1) as usize].instances.push(model_instance),
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//push instance to big unit cube in the sky
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None=>modeldatas[0].instances.push(model_instance),
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let mut unit_cube_generation_data_list=Vec::new();
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let mut unit_cube_from_texture_id=std::collections::HashMap::<u32,usize>::new();
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//use part_texture_description to extract unique texture faces
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let mut add_negative_cube=false;
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let mut negative_cube=RobloxUnitCubeGenerationData::empty();
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for (i,maybe_part_face) in part_texture_description.iter().enumerate(){
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if let Some(part_face)=maybe_part_face{
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let unit_cube_id=if let Some(&unit_cube_id)=unit_cube_from_texture_id.get(&part_face.texture){
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unit_cube_id
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}else{
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let unit_cube_id=unit_cube_generation_data_list.len();
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unit_cube_generation_data_list.push(RobloxUnitCubeGenerationData::empty());
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unit_cube_from_texture_id.insert(part_face.texture,unit_cube_id);
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unit_cube_generation_data_list[unit_cube_id].texture=Some(part_face.texture);
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unit_cube_id
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};
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unit_cube_generation_data_list[unit_cube_id].faces[i]=Some(part_face.transform);
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}else{
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add_negative_cube=true;
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negative_cube.faces[i]=Some(RobloxTextureTransform::default());
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}
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}
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//must add the rest of the cube to complete the faces!
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if add_negative_cube{
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unit_cube_generation_data_list.push(negative_cube);
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}
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for roblox_unit_cube_generation_data in unit_cube_generation_data_list.drain(..){
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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_ucgd.get(&roblox_unit_cube_generation_data){
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//push to existing texture model
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model_id
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}else{
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let unit_cube_generation_data=roblox_unit_cube_generation_data.faces.map(|face|{
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match face{
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Some(roblox_texture_transform)=>Some(
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glam::Affine2::from_translation(
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glam::vec2(roblox_texture_transform.offset_u,roblox_texture_transform.offset_v)
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)
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*glam::Affine2::from_scale(
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glam::vec2(roblox_texture_transform.scale_u,roblox_texture_transform.scale_v)
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)
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),
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None=>None,
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}
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});
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let mut new_modeldatas=crate::model::generate_modeldatas(primitives::generate_partial_unit_cube(unit_cube_generation_data),ModelData::COLOR_FLOATS_WHITE);
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new_modeldatas[0].texture=roblox_unit_cube_generation_data.texture;
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let model_id=modeldatas.len();
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modeldatas.append(&mut new_modeldatas);
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model_id_from_ucgd.insert(roblox_unit_cube_generation_data,model_id);
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model_id
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};
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modeldatas[model_id].instances.push(ModelInstance {
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model_transform,
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color: glam::vec4(color3.r as f32/255f32, color3.g as f32/255f32, color3.b as f32/255f32, 1.0-*transparency),
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});
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}
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}
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}
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@ -1,4 +1,58 @@
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pub fn the_unit_cube_lol() -> obj::ObjData{
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generate_partial_unit_cube([Some(glam::Affine2::IDENTITY);6])
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}
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pub fn generate_partial_unit_cube(face_transforms:[Option<glam::Affine2>;6])->obj::ObjData{
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let default_polys=vec![
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// right (1, 0, 0)
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obj::SimplePolygon(vec![
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obj::IndexTuple(6,Some(0),Some(0)),
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obj::IndexTuple(5,Some(1),Some(0)),
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obj::IndexTuple(2,Some(2),Some(0)),
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obj::IndexTuple(1,Some(3),Some(0)),
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]),
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// top (0, 1, 0)
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obj::SimplePolygon(vec![
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obj::IndexTuple(5,Some(1),Some(1)),
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obj::IndexTuple(4,Some(0),Some(1)),
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obj::IndexTuple(3,Some(3),Some(1)),
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obj::IndexTuple(2,Some(2),Some(1)),
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]),
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// back (0, 0, 1)
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obj::SimplePolygon(vec![
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obj::IndexTuple(0,Some(0),Some(2)),
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obj::IndexTuple(1,Some(1),Some(2)),
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obj::IndexTuple(2,Some(2),Some(2)),
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obj::IndexTuple(3,Some(3),Some(2)),
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]),
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// left (-1, 0, 0)
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obj::SimplePolygon(vec![
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obj::IndexTuple(0,Some(0),Some(3)),
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obj::IndexTuple(3,Some(1),Some(3)),
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obj::IndexTuple(4,Some(2),Some(3)),
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obj::IndexTuple(7,Some(3),Some(3)),
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]),
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// bottom (0,-1, 0)
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obj::SimplePolygon(vec![
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obj::IndexTuple(1,Some(1),Some(4)),
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obj::IndexTuple(0,Some(0),Some(4)),
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obj::IndexTuple(7,Some(3),Some(4)),
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obj::IndexTuple(6,Some(2),Some(4)),
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]),
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// front (0, 0,-1)
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obj::SimplePolygon(vec![
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obj::IndexTuple(4,Some(0),Some(5)),
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obj::IndexTuple(5,Some(1),Some(5)),
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obj::IndexTuple(6,Some(2),Some(5)),
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obj::IndexTuple(7,Some(3),Some(5)),
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]),
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];
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//generate transformed vertices
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let mut generated_polys=Vec::new();
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for (i,maybe_transform) in face_transforms.iter().enumerate(){
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if let Some(transform)=maybe_transform{
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generated_polys.push(default_polys[i].clone());
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}
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}
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obj::ObjData{
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position: vec![
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[-1.,-1., 1.],//left bottom back
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@ -12,12 +66,12 @@ pub fn the_unit_cube_lol() -> obj::ObjData{
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],
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texture: vec![[0.0,0.0],[1.0,0.0],[1.0,1.0],[0.0,1.0]],
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normal: vec![
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[1.,0.,0.],//AabbFace::Right
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[0.,1.,0.],//AabbFace::Top
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[0.,0.,1.],//AabbFace::Back
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[-1.,0.,0.],//AabbFace::Left
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[0.,-1.,0.],//AabbFace::Bottom
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[0.,0.,-1.],//AabbFace::Front
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[ 1., 0., 0.],//AabbFace::Right
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[ 0., 1., 0.],//AabbFace::Top
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[ 0., 0., 1.],//AabbFace::Back
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[-1., 0., 0.],//AabbFace::Left
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[ 0.,-1., 0.],//AabbFace::Bottom
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[ 0., 0.,-1.],//AabbFace::Front
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],
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objects: vec![obj::Object{
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name: "Unit Cube".to_owned(),
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@ -25,50 +79,7 @@ pub fn the_unit_cube_lol() -> obj::ObjData{
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name: "Cube Vertices".to_owned(),
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index: 0,
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material: None,
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polys: vec![
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// back (0, 0, 1)
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obj::SimplePolygon(vec![
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obj::IndexTuple(0,Some(0),Some(2)),
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obj::IndexTuple(1,Some(1),Some(2)),
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obj::IndexTuple(2,Some(2),Some(2)),
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obj::IndexTuple(3,Some(3),Some(2)),
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]),
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// front (0, 0,-1)
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obj::SimplePolygon(vec![
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obj::IndexTuple(4,Some(0),Some(5)),
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obj::IndexTuple(5,Some(1),Some(5)),
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obj::IndexTuple(6,Some(2),Some(5)),
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obj::IndexTuple(7,Some(3),Some(5)),
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]),
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// right (1, 0, 0)
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obj::SimplePolygon(vec![
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obj::IndexTuple(6,Some(0),Some(0)),
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obj::IndexTuple(5,Some(1),Some(0)),
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obj::IndexTuple(2,Some(2),Some(0)),
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obj::IndexTuple(1,Some(3),Some(0)),
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]),
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// left (-1, 0, 0)
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obj::SimplePolygon(vec![
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obj::IndexTuple(0,Some(0),Some(3)),
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obj::IndexTuple(3,Some(1),Some(3)),
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obj::IndexTuple(4,Some(2),Some(3)),
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obj::IndexTuple(7,Some(3),Some(3)),
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]),
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// top (0, 1, 0)
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obj::SimplePolygon(vec![
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obj::IndexTuple(5,Some(1),Some(1)),
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obj::IndexTuple(4,Some(0),Some(1)),
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obj::IndexTuple(3,Some(3),Some(1)),
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obj::IndexTuple(2,Some(2),Some(1)),
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]),
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// bottom (0,-1, 0)
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obj::SimplePolygon(vec![
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obj::IndexTuple(1,Some(1),Some(4)),
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obj::IndexTuple(0,Some(0),Some(4)),
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obj::IndexTuple(7,Some(3),Some(4)),
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obj::IndexTuple(6,Some(2),Some(4)),
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]),
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],
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polys: generated_polys,
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}]
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}],
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material_libs: Vec::new(),
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