Merge branch 'bsp_loader'
This commit is contained in:
commit
406dd16627
1
lib/bsp_loader/.gitignore
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lib/bsp_loader/.gitignore
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/target
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822
lib/bsp_loader/Cargo.lock
generated
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822
lib/bsp_loader/Cargo.lock
generated
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"half",
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"static_assertions",
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|
||||
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|
||||
|
||||
[[package]]
|
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|
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|
||||
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|
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|
||||
[[package]]
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|
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|
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|
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||||
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|
||||
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|
||||
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|
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|
||||
|
||||
[[package]]
|
||||
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||||
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|
||||
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||||
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|
||||
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|
||||
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||||
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||||
]
|
16
lib/bsp_loader/Cargo.toml
Normal file
16
lib/bsp_loader/Cargo.toml
Normal file
@ -0,0 +1,16 @@
|
||||
[package]
|
||||
name = "strafesnet_bsp_loader"
|
||||
version = "0.2.2"
|
||||
edition = "2021"
|
||||
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|
||||
license = "MIT OR Apache-2.0"
|
||||
description = "Convert Valve BSP files to StrafesNET data structures."
|
||||
authors = ["Rhys Lloyd <krakow20@gmail.com>"]
|
||||
|
||||
# See more keys and their definitions at https://doc.rust-lang.org/cargo/reference/manifest.html
|
||||
|
||||
[dependencies]
|
||||
glam = "0.29.0"
|
||||
strafesnet_common = { version = "0.5.2", registry = "strafesnet" }
|
||||
vbsp = "0.6.0"
|
||||
vmdl = "0.2.0"
|
176
lib/bsp_loader/LICENSE-APACHE
Normal file
176
lib/bsp_loader/LICENSE-APACHE
Normal file
@ -0,0 +1,176 @@
|
||||
Apache License
|
||||
Version 2.0, January 2004
|
||||
http://www.apache.org/licenses/
|
||||
|
||||
TERMS AND CONDITIONS FOR USE, REPRODUCTION, AND DISTRIBUTION
|
||||
|
||||
1. Definitions.
|
||||
|
||||
"License" shall mean the terms and conditions for use, reproduction,
|
||||
and distribution as defined by Sections 1 through 9 of this document.
|
||||
|
||||
"Licensor" shall mean the copyright owner or entity authorized by
|
||||
the copyright owner that is granting the License.
|
||||
|
||||
"Legal Entity" shall mean the union of the acting entity and all
|
||||
other entities that control, are controlled by, or are under common
|
||||
control with that entity. For the purposes of this definition,
|
||||
"control" means (i) the power, direct or indirect, to cause the
|
||||
direction or management of such entity, whether by contract or
|
||||
otherwise, or (ii) ownership of fifty percent (50%) or more of the
|
||||
outstanding shares, or (iii) beneficial ownership of such entity.
|
||||
|
||||
"You" (or "Your") shall mean an individual or Legal Entity
|
||||
exercising permissions granted by this License.
|
||||
|
||||
"Source" form shall mean the preferred form for making modifications,
|
||||
including but not limited to software source code, documentation
|
||||
source, and configuration files.
|
||||
|
||||
"Object" form shall mean any form resulting from mechanical
|
||||
transformation or translation of a Source form, including but
|
||||
not limited to compiled object code, generated documentation,
|
||||
and conversions to other media types.
|
||||
|
||||
"Work" shall mean the work of authorship, whether in Source or
|
||||
Object form, made available under the License, as indicated by a
|
||||
copyright notice that is included in or attached to the work
|
||||
(an example is provided in the Appendix below).
|
||||
|
||||
"Derivative Works" shall mean any work, whether in Source or Object
|
||||
form, that is based on (or derived from) the Work and for which the
|
||||
editorial revisions, annotations, elaborations, or other modifications
|
||||
represent, as a whole, an original work of authorship. For the purposes
|
||||
of this License, Derivative Works shall not include works that remain
|
||||
separable from, or merely link (or bind by name) to the interfaces of,
|
||||
the Work and Derivative Works thereof.
|
||||
|
||||
"Contribution" shall mean any work of authorship, including
|
||||
the original version of the Work and any modifications or additions
|
||||
to that Work or Derivative Works thereof, that is intentionally
|
||||
submitted to Licensor for inclusion in the Work by the copyright owner
|
||||
or by an individual or Legal Entity authorized to submit on behalf of
|
||||
the copyright owner. For the purposes of this definition, "submitted"
|
||||
means any form of electronic, verbal, or written communication sent
|
||||
to the Licensor or its representatives, including but not limited to
|
||||
communication on electronic mailing lists, source code control systems,
|
||||
and issue tracking systems that are managed by, or on behalf of, the
|
||||
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|
||||
excluding communication that is conspicuously marked or otherwise
|
||||
designated in writing by the copyright owner as "Not a Contribution."
|
||||
|
||||
"Contributor" shall mean Licensor and any individual or Legal Entity
|
||||
on behalf of whom a Contribution has been received by Licensor and
|
||||
subsequently incorporated within the Work.
|
||||
|
||||
2. Grant of Copyright License. Subject to the terms and conditions of
|
||||
this License, each Contributor hereby grants to You a perpetual,
|
||||
worldwide, non-exclusive, no-charge, royalty-free, irrevocable
|
||||
copyright license to reproduce, prepare Derivative Works of,
|
||||
publicly display, publicly perform, sublicense, and distribute the
|
||||
Work and such Derivative Works in Source or Object form.
|
||||
|
||||
3. Grant of Patent License. Subject to the terms and conditions of
|
||||
this License, each Contributor hereby grants to You a perpetual,
|
||||
worldwide, non-exclusive, no-charge, royalty-free, irrevocable
|
||||
(except as stated in this section) patent license to make, have made,
|
||||
use, offer to sell, sell, import, and otherwise transfer the Work,
|
||||
where such license applies only to those patent claims licensable
|
||||
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|
||||
Contribution(s) alone or by combination of their Contribution(s)
|
||||
with the Work to which such Contribution(s) was submitted. If You
|
||||
institute patent litigation against any entity (including a
|
||||
cross-claim or counterclaim in a lawsuit) alleging that the Work
|
||||
or a Contribution incorporated within the Work constitutes direct
|
||||
or contributory patent infringement, then any patent licenses
|
||||
granted to You under this License for that Work shall terminate
|
||||
as of the date such litigation is filed.
|
||||
|
||||
4. Redistribution. You may reproduce and distribute copies of the
|
||||
Work or Derivative Works thereof in any medium, with or without
|
||||
modifications, and in Source or Object form, provided that You
|
||||
meet the following conditions:
|
||||
|
||||
(a) You must give any other recipients of the Work or
|
||||
Derivative Works a copy of this License; and
|
||||
|
||||
(b) You must cause any modified files to carry prominent notices
|
||||
stating that You changed the files; and
|
||||
|
||||
(c) You must retain, in the Source form of any Derivative Works
|
||||
that You distribute, all copyright, patent, trademark, and
|
||||
attribution notices from the Source form of the Work,
|
||||
excluding those notices that do not pertain to any part of
|
||||
the Derivative Works; and
|
||||
|
||||
(d) If the Work includes a "NOTICE" text file as part of its
|
||||
distribution, then any Derivative Works that You distribute must
|
||||
include a readable copy of the attribution notices contained
|
||||
within such NOTICE file, excluding those notices that do not
|
||||
pertain to any part of the Derivative Works, in at least one
|
||||
of the following places: within a NOTICE text file distributed
|
||||
as part of the Derivative Works; within the Source form or
|
||||
documentation, if provided along with the Derivative Works; or,
|
||||
within a display generated by the Derivative Works, if and
|
||||
wherever such third-party notices normally appear. The contents
|
||||
of the NOTICE file are for informational purposes only and
|
||||
do not modify the License. You may add Your own attribution
|
||||
notices within Derivative Works that You distribute, alongside
|
||||
or as an addendum to the NOTICE text from the Work, provided
|
||||
that such additional attribution notices cannot be construed
|
||||
as modifying the License.
|
||||
|
||||
You may add Your own copyright statement to Your modifications and
|
||||
may provide additional or different license terms and conditions
|
||||
for use, reproduction, or distribution of Your modifications, or
|
||||
for any such Derivative Works as a whole, provided Your use,
|
||||
reproduction, and distribution of the Work otherwise complies with
|
||||
the conditions stated in this License.
|
||||
|
||||
5. Submission of Contributions. Unless You explicitly state otherwise,
|
||||
any Contribution intentionally submitted for inclusion in the Work
|
||||
by You to the Licensor shall be under the terms and conditions of
|
||||
this License, without any additional terms or conditions.
|
||||
Notwithstanding the above, nothing herein shall supersede or modify
|
||||
the terms of any separate license agreement you may have executed
|
||||
with Licensor regarding such Contributions.
|
||||
|
||||
6. Trademarks. This License does not grant permission to use the trade
|
||||
names, trademarks, service marks, or product names of the Licensor,
|
||||
except as required for reasonable and customary use in describing the
|
||||
origin of the Work and reproducing the content of the NOTICE file.
|
||||
|
||||
7. Disclaimer of Warranty. Unless required by applicable law or
|
||||
agreed to in writing, Licensor provides the Work (and each
|
||||
Contributor provides its Contributions) on an "AS IS" BASIS,
|
||||
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or
|
||||
implied, including, without limitation, any warranties or conditions
|
||||
of TITLE, NON-INFRINGEMENT, MERCHANTABILITY, or FITNESS FOR A
|
||||
PARTICULAR PURPOSE. You are solely responsible for determining the
|
||||
appropriateness of using or redistributing the Work and assume any
|
||||
risks associated with Your exercise of permissions under this License.
|
||||
|
||||
8. Limitation of Liability. In no event and under no legal theory,
|
||||
whether in tort (including negligence), contract, or otherwise,
|
||||
unless required by applicable law (such as deliberate and grossly
|
||||
negligent acts) or agreed to in writing, shall any Contributor be
|
||||
liable to You for damages, including any direct, indirect, special,
|
||||
incidental, or consequential damages of any character arising as a
|
||||
result of this License or out of the use or inability to use the
|
||||
Work (including but not limited to damages for loss of goodwill,
|
||||
work stoppage, computer failure or malfunction, or any and all
|
||||
other commercial damages or losses), even if such Contributor
|
||||
has been advised of the possibility of such damages.
|
||||
|
||||
9. Accepting Warranty or Additional Liability. While redistributing
|
||||
the Work or Derivative Works thereof, You may choose to offer,
|
||||
and charge a fee for, acceptance of support, warranty, indemnity,
|
||||
or other liability obligations and/or rights consistent with this
|
||||
License. However, in accepting such obligations, You may act only
|
||||
on Your own behalf and on Your sole responsibility, not on behalf
|
||||
of any other Contributor, and only if You agree to indemnify,
|
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defend, and hold each Contributor harmless for any liability
|
||||
incurred by, or claims asserted against, such Contributor by reason
|
||||
of your accepting any such warranty or additional liability.
|
||||
|
||||
END OF TERMS AND CONDITIONS
|
23
lib/bsp_loader/LICENSE-MIT
Normal file
23
lib/bsp_loader/LICENSE-MIT
Normal file
@ -0,0 +1,23 @@
|
||||
Permission is hereby granted, free of charge, to any
|
||||
person obtaining a copy of this software and associated
|
||||
documentation files (the "Software"), to deal in the
|
||||
Software without restriction, including without
|
||||
limitation the rights to use, copy, modify, merge,
|
||||
publish, distribute, sublicense, and/or sell copies of
|
||||
the Software, and to permit persons to whom the Software
|
||||
is furnished to do so, subject to the following
|
||||
conditions:
|
||||
|
||||
The above copyright notice and this permission notice
|
||||
shall be included in all copies or substantial portions
|
||||
of the Software.
|
||||
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF
|
||||
ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED
|
||||
TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A
|
||||
PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT
|
||||
SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
|
||||
CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
|
||||
OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR
|
||||
IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
|
||||
DEALINGS IN THE SOFTWARE.
|
19
lib/bsp_loader/README.md
Normal file
19
lib/bsp_loader/README.md
Normal file
@ -0,0 +1,19 @@
|
||||
StrafesNET BSP Loader
|
||||
=====================
|
||||
|
||||
## Convert Valve BSP files into StrafesNET data structures
|
||||
|
||||
#### License
|
||||
|
||||
<sup>
|
||||
Licensed under either of <a href="LICENSE-APACHE">Apache License, Version
|
||||
2.0</a> or <a href="LICENSE-MIT">MIT license</a> at your option.
|
||||
</sup>
|
||||
|
||||
<br>
|
||||
|
||||
<sub>
|
||||
Unless you explicitly state otherwise, any contribution intentionally submitted
|
||||
for inclusion in this crate by you, as defined in the Apache-2.0 license, shall
|
||||
be dual licensed as above, without any additional terms or conditions.
|
||||
</sub>
|
333
lib/bsp_loader/src/bsp.rs
Normal file
333
lib/bsp_loader/src/bsp.rs
Normal file
@ -0,0 +1,333 @@
|
||||
use strafesnet_common::{map,model,integer,gameplay_attributes};
|
||||
|
||||
const VALVE_SCALE:f32=1.0/16.0;
|
||||
fn valve_transform([x,y,z]:[f32;3])->integer::Planar64Vec3{
|
||||
integer::vec3::try_from_f32_array([x*VALVE_SCALE,z*VALVE_SCALE,-y*VALVE_SCALE]).unwrap()
|
||||
}
|
||||
pub fn convert_bsp<AcquireRenderConfigId,AcquireMeshId>(
|
||||
bsp:&vbsp::Bsp,
|
||||
mut acquire_render_config_id:AcquireRenderConfigId,
|
||||
mut acquire_mesh_id:AcquireMeshId
|
||||
)->PartialMap1
|
||||
where
|
||||
AcquireRenderConfigId:FnMut(Option<&str>)->model::RenderConfigId,
|
||||
AcquireMeshId:FnMut(&str)->model::MeshId,
|
||||
{
|
||||
//figure out real attributes later
|
||||
let mut unique_attributes=Vec::new();
|
||||
unique_attributes.push(gameplay_attributes::CollisionAttributes::Decoration);
|
||||
const TEMP_TOUCH_ME_ATTRIBUTE:gameplay_attributes::CollisionAttributesId=gameplay_attributes::CollisionAttributesId::new(0);
|
||||
|
||||
let mut prop_mesh_count=0;
|
||||
//declare all prop models to Loader
|
||||
let prop_models=bsp.static_props().map(|prop|{
|
||||
//get or create mesh_id
|
||||
let mesh_id=acquire_mesh_id(prop.model());
|
||||
//not the most failsafe code but this is just for the map tool lmao
|
||||
if prop_mesh_count==mesh_id.get(){
|
||||
prop_mesh_count+=1;
|
||||
};
|
||||
let placement=prop.as_prop_placement();
|
||||
model::Model{
|
||||
mesh:mesh_id,
|
||||
attributes:TEMP_TOUCH_ME_ATTRIBUTE,
|
||||
transform:integer::Planar64Affine3::new(
|
||||
integer::mat3::try_from_f32_array_2d((
|
||||
glam::Mat3A::from_diagonal(glam::Vec3::splat(placement.scale))
|
||||
//TODO: figure this out
|
||||
*glam::Mat3A::from_quat(glam::Quat::from_array(placement.rotation.into()))
|
||||
).to_cols_array_2d()).unwrap(),
|
||||
valve_transform(placement.origin.into()),
|
||||
),
|
||||
color:glam::Vec4::ONE,
|
||||
}
|
||||
}).collect();
|
||||
|
||||
//TODO: make the main map one single mesh with a bunch of different physics groups and graphics groups
|
||||
|
||||
//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 world_meshes:Vec<model::Mesh>=bsp.models().map(|world_model|{
|
||||
//non-deduplicated
|
||||
let mut spam_pos=Vec::new();
|
||||
let mut spam_tex=Vec::new();
|
||||
let mut spam_normal=Vec::new();
|
||||
let mut spam_vertices=Vec::new();
|
||||
let mut graphics_groups=Vec::new();
|
||||
let mut physics_group=model::IndexedPhysicsGroup::default();
|
||||
let polygon_groups=world_model.faces().enumerate().map(|(polygon_group_id,face)|{
|
||||
let polygon_group_id=model::PolygonGroupId::new(polygon_group_id as u32);
|
||||
let face_texture=face.texture();
|
||||
let face_texture_data=face_texture.texture_data();
|
||||
//this would be better as a 4x2 matrix
|
||||
let texture_transform_u=glam::Vec4::from_array(face_texture.texture_transforms_u)/(face_texture_data.width as f32);
|
||||
let texture_transform_v=glam::Vec4::from_array(face_texture.texture_transforms_v)/(face_texture_data.height as f32);
|
||||
|
||||
//this automatically figures out what the texture is trying to do and creates
|
||||
//a render config for it, and then returns the id to that render config
|
||||
let render_id=acquire_render_config_id(Some(face_texture_data.name()));
|
||||
|
||||
//normal
|
||||
let normal=face.normal();
|
||||
let normal_idx=spam_normal.len() as u32;
|
||||
spam_normal.push(valve_transform(normal.into()));
|
||||
let mut polygon_iter=face.vertex_positions().map(|vertex_position|{
|
||||
//world_model.origin seems to always be 0,0,0
|
||||
let vertex_xyz=(world_model.origin+vertex_position).into();
|
||||
let pos_idx=spam_pos.len();
|
||||
spam_pos.push(valve_transform(vertex_xyz));
|
||||
|
||||
//calculate texture coordinates
|
||||
let pos=glam::Vec3::from_array(vertex_xyz).extend(1.0);
|
||||
let tex=glam::vec2(texture_transform_u.dot(pos),texture_transform_v.dot(pos));
|
||||
let tex_idx=spam_tex.len() as u32;
|
||||
spam_tex.push(tex);
|
||||
|
||||
let vertex_id=model::VertexId::new(spam_vertices.len() as u32);
|
||||
spam_vertices.push(model::IndexedVertex{
|
||||
pos:model::PositionId::new(pos_idx as u32),
|
||||
tex:model::TextureCoordinateId::new(tex_idx as u32),
|
||||
normal:model::NormalId::new(normal_idx),
|
||||
color:model::ColorId::new(0),
|
||||
});
|
||||
vertex_id
|
||||
});
|
||||
let polygon_list=std::iter::from_fn(move||{
|
||||
match (polygon_iter.next(),polygon_iter.next(),polygon_iter.next()){
|
||||
(Some(v1),Some(v2),Some(v3))=>Some(vec![v1,v2,v3]),
|
||||
//ignore extra vertices, not sure what to do in this case, failing the whole conversion could be appropriate
|
||||
_=>None,
|
||||
}
|
||||
}).collect();
|
||||
if face.is_visible(){
|
||||
//TODO: deduplicate graphics groups by render id
|
||||
graphics_groups.push(model::IndexedGraphicsGroup{
|
||||
render:render_id,
|
||||
groups:vec![polygon_group_id],
|
||||
})
|
||||
}
|
||||
physics_group.groups.push(polygon_group_id);
|
||||
model::PolygonGroup::PolygonList(model::PolygonList::new(polygon_list))
|
||||
}).collect();
|
||||
model::Mesh{
|
||||
unique_pos:spam_pos,
|
||||
unique_tex:spam_tex,
|
||||
unique_normal:spam_normal,
|
||||
unique_color:vec![glam::Vec4::ONE],
|
||||
unique_vertices:spam_vertices,
|
||||
polygon_groups,
|
||||
graphics_groups,
|
||||
physics_groups:vec![physics_group],
|
||||
}
|
||||
}).collect();
|
||||
|
||||
let world_models:Vec<model::Model>=
|
||||
//one instance of the main world mesh
|
||||
std::iter::once((
|
||||
//world_model
|
||||
model::MeshId::new(0),
|
||||
//model_origin
|
||||
vbsp::Vector::from([0.0,0.0,0.0]),
|
||||
//model_color
|
||||
vbsp::Color{r:255,g:255,b:255},
|
||||
)).chain(
|
||||
//entities sprinkle instances of the other meshes around
|
||||
bsp.entities.iter()
|
||||
.flat_map(|ent|ent.parse())//ignore entity parsing errors
|
||||
.filter_map(|ent|match ent{
|
||||
vbsp::Entity::Brush(brush)=>Some(brush),
|
||||
vbsp::Entity::BrushIllusionary(brush)=>Some(brush),
|
||||
vbsp::Entity::BrushWall(brush)=>Some(brush),
|
||||
vbsp::Entity::BrushWallToggle(brush)=>Some(brush),
|
||||
_=>None,
|
||||
}).flat_map(|brush|
|
||||
//The first character of brush.model is '*'
|
||||
brush.model[1..].parse().map(|mesh_id|//ignore parse int errors
|
||||
(model::MeshId::new(mesh_id),brush.origin,brush.color)
|
||||
)
|
||||
)
|
||||
).map(|(mesh_id,model_origin,vbsp::Color{r,g,b})|{
|
||||
model::Model{
|
||||
mesh:mesh_id,
|
||||
attributes:TEMP_TOUCH_ME_ATTRIBUTE,
|
||||
transform:integer::Planar64Affine3::new(
|
||||
integer::mat3::identity(),
|
||||
valve_transform(model_origin.into())
|
||||
),
|
||||
color:(glam::Vec3::from_array([r as f32,g as f32,b as f32])/255.0).extend(1.0),
|
||||
}
|
||||
}).collect();
|
||||
|
||||
PartialMap1{
|
||||
attributes:unique_attributes,
|
||||
world_meshes,
|
||||
prop_models,
|
||||
world_models,
|
||||
modes:strafesnet_common::gameplay_modes::Modes::new(Vec::new()),
|
||||
}
|
||||
}
|
||||
|
||||
//partially constructed map types
|
||||
pub struct PartialMap1{
|
||||
attributes:Vec<strafesnet_common::gameplay_attributes::CollisionAttributes>,
|
||||
prop_models:Vec<model::Model>,
|
||||
world_meshes:Vec<model::Mesh>,
|
||||
world_models:Vec<model::Model>,
|
||||
modes:strafesnet_common::gameplay_modes::Modes,
|
||||
}
|
||||
impl PartialMap1{
|
||||
pub fn add_prop_meshes<AcquireRenderConfigId>(
|
||||
self,
|
||||
prop_meshes:impl IntoIterator<Item=(model::MeshId,crate::data::ModelData)>,
|
||||
mut acquire_render_config_id:AcquireRenderConfigId,
|
||||
)->PartialMap2
|
||||
where
|
||||
AcquireRenderConfigId:FnMut(Option<&str>)->model::RenderConfigId,
|
||||
{
|
||||
PartialMap2{
|
||||
attributes:self.attributes,
|
||||
prop_meshes:prop_meshes.into_iter().filter_map(|(mesh_id,model_data)|
|
||||
//this will generate new render ids and texture ids
|
||||
match convert_mesh(model_data,&mut acquire_render_config_id){
|
||||
Ok(mesh)=>Some((mesh_id,mesh)),
|
||||
Err(e)=>{
|
||||
println!("error converting mesh: {e}");
|
||||
None
|
||||
}
|
||||
}
|
||||
).collect(),
|
||||
prop_models:self.prop_models,
|
||||
world_meshes:self.world_meshes,
|
||||
world_models:self.world_models,
|
||||
modes:self.modes,
|
||||
}
|
||||
}
|
||||
}
|
||||
pub struct PartialMap2{
|
||||
attributes:Vec<strafesnet_common::gameplay_attributes::CollisionAttributes>,
|
||||
prop_meshes:Vec<(model::MeshId,model::Mesh)>,
|
||||
prop_models:Vec<model::Model>,
|
||||
world_meshes:Vec<model::Mesh>,
|
||||
world_models:Vec<model::Model>,
|
||||
modes:strafesnet_common::gameplay_modes::Modes,
|
||||
}
|
||||
impl PartialMap2{
|
||||
pub fn add_render_configs_and_textures(
|
||||
mut self,
|
||||
render_configs:impl IntoIterator<Item=(model::RenderConfigId,model::RenderConfig)>,
|
||||
textures:impl IntoIterator<Item=(model::TextureId,Vec<u8>)>,
|
||||
)->map::CompleteMap{
|
||||
//merge mesh and model lists, flatten and remap all ids
|
||||
let mesh_id_offset=self.world_meshes.len();
|
||||
println!("prop_meshes.len()={}",self.prop_meshes.len());
|
||||
let (mut prop_meshes,prop_mesh_id_map):(Vec<model::Mesh>,std::collections::HashMap<model::MeshId,model::MeshId>)
|
||||
=self.prop_meshes.into_iter().enumerate().map(|(new_mesh_id,(old_mesh_id,mesh))|{
|
||||
(mesh,(old_mesh_id,model::MeshId::new((mesh_id_offset+new_mesh_id) as u32)))
|
||||
}).unzip();
|
||||
self.world_meshes.append(&mut prop_meshes);
|
||||
//there is no modes or runtime behaviour with references to the model ids currently
|
||||
//so just relentlessly cull them if the mesh is missing
|
||||
self.world_models.extend(self.prop_models.into_iter().filter_map(|mut model|
|
||||
prop_mesh_id_map.get(&model.mesh).map(|&new_mesh_id|{
|
||||
model.mesh=new_mesh_id;
|
||||
model
|
||||
})
|
||||
));
|
||||
//let mut models=Vec::new();
|
||||
let (textures,texture_id_map):(Vec<Vec<u8>>,std::collections::HashMap<model::TextureId,model::TextureId>)
|
||||
=textures.into_iter()
|
||||
//.filter_map(f) cull unused textures
|
||||
.enumerate().map(|(new_texture_id,(old_texture_id,texture))|{
|
||||
(texture,(old_texture_id,model::TextureId::new(new_texture_id as u32)))
|
||||
}).unzip();
|
||||
let render_configs=render_configs.into_iter().map(|(render_config_id,mut render_config)|{
|
||||
//this may generate duplicate no-texture render configs but idc
|
||||
render_config.texture=render_config.texture.and_then(|texture_id|
|
||||
texture_id_map.get(&texture_id).copied()
|
||||
);
|
||||
render_config
|
||||
}).collect();
|
||||
map::CompleteMap{
|
||||
modes:self.modes,
|
||||
attributes:self.attributes,
|
||||
meshes:self.world_meshes,
|
||||
models:self.world_models,
|
||||
textures,
|
||||
render_configs,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fn convert_mesh<AcquireRenderConfigId>(
|
||||
model_data:crate::data::ModelData,
|
||||
acquire_render_config_id:&mut AcquireRenderConfigId,
|
||||
)->Result<model::Mesh,vmdl::ModelError>
|
||||
where
|
||||
AcquireRenderConfigId:FnMut(Option<&str>)->model::RenderConfigId,
|
||||
{
|
||||
let model=model_data.read_model()?;
|
||||
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(vertex.position.into()));
|
||||
spam_normal.push(valve_transform(vertex.normal.into()));
|
||||
spam_tex.push(glam::Vec2::from_array(vertex.texture_coordinates));
|
||||
spam_vertices.push(model::IndexedVertex{
|
||||
pos:model::PositionId::new(i as u32),
|
||||
tex:model::TextureCoordinateId::new(i as u32),
|
||||
normal:model::NormalId::new(i as u32),
|
||||
color:model::ColorId::new(0),
|
||||
});
|
||||
}
|
||||
let mut graphics_groups=Vec::new();
|
||||
let mut physics_groups=Vec::new();
|
||||
let polygon_groups=model.meshes().enumerate().map(|(polygon_group_id,mesh)|{
|
||||
let polygon_group_id=model::PolygonGroupId::new(polygon_group_id as u32);
|
||||
|
||||
let render_id=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);
|
||||
acquire_render_config_id(path.as_os_str().to_str())
|
||||
}else{
|
||||
acquire_render_config_id(None)
|
||||
};
|
||||
|
||||
graphics_groups.push(model::IndexedGraphicsGroup{
|
||||
render:render_id,
|
||||
groups:vec![polygon_group_id],
|
||||
});
|
||||
physics_groups.push(model::IndexedPhysicsGroup{
|
||||
groups:vec![polygon_group_id],
|
||||
});
|
||||
model::PolygonGroup::PolygonList(model::PolygonList::new(
|
||||
//looking at the code, it would seem that the strips are pre-deindexed into triangle lists when calling this function
|
||||
mesh.vertex_strip_indices().flat_map(|mut strip|
|
||||
std::iter::from_fn(move||{
|
||||
match (strip.next(),strip.next(),strip.next()){
|
||||
(Some(v1),Some(v2),Some(v3))=>Some([v1,v2,v3].map(|vertex_id|model::VertexId::new(vertex_id as u32)).to_vec()),
|
||||
//ignore extra vertices, not sure what to do in this case, failing the whole conversion could be appropriate
|
||||
_=>None,
|
||||
}
|
||||
})
|
||||
).collect()
|
||||
))
|
||||
}).collect();
|
||||
Ok(model::Mesh{
|
||||
unique_pos:spam_pos,
|
||||
unique_normal:spam_normal,
|
||||
unique_tex:spam_tex,
|
||||
unique_color:vec![glam::Vec4::ONE],
|
||||
unique_vertices:spam_vertices,
|
||||
polygon_groups,
|
||||
graphics_groups,
|
||||
physics_groups,
|
||||
})
|
||||
}
|
60
lib/bsp_loader/src/data.rs
Normal file
60
lib/bsp_loader/src/data.rs
Normal file
@ -0,0 +1,60 @@
|
||||
pub struct Bsp(vbsp::Bsp);
|
||||
impl Bsp{
|
||||
pub const fn new(value:vbsp::Bsp)->Self{
|
||||
Self(value)
|
||||
}
|
||||
}
|
||||
impl AsRef<vbsp::Bsp> for Bsp{
|
||||
fn as_ref(&self)->&vbsp::Bsp{
|
||||
&self.0
|
||||
}
|
||||
}
|
||||
|
||||
pub struct MdlData(Vec<u8>);
|
||||
impl MdlData{
|
||||
pub const fn new(value:Vec<u8>)->Self{
|
||||
Self(value)
|
||||
}
|
||||
}
|
||||
impl AsRef<[u8]> for MdlData{
|
||||
fn as_ref(&self)->&[u8]{
|
||||
self.0.as_ref()
|
||||
}
|
||||
}
|
||||
pub struct VtxData(Vec<u8>);
|
||||
impl VtxData{
|
||||
pub const fn new(value:Vec<u8>)->Self{
|
||||
Self(value)
|
||||
}
|
||||
}
|
||||
impl AsRef<[u8]> for VtxData{
|
||||
fn as_ref(&self)->&[u8]{
|
||||
self.0.as_ref()
|
||||
}
|
||||
}
|
||||
pub struct VvdData(Vec<u8>);
|
||||
impl VvdData{
|
||||
pub const fn new(value:Vec<u8>)->Self{
|
||||
Self(value)
|
||||
}
|
||||
}
|
||||
impl AsRef<[u8]> for VvdData{
|
||||
fn as_ref(&self)->&[u8]{
|
||||
self.0.as_ref()
|
||||
}
|
||||
}
|
||||
|
||||
pub struct ModelData{
|
||||
pub mdl:MdlData,
|
||||
pub vtx:VtxData,
|
||||
pub vvd:VvdData,
|
||||
}
|
||||
impl ModelData{
|
||||
pub fn read_model(&self)->Result<vmdl::Model,vmdl::ModelError>{
|
||||
Ok(vmdl::Model::from_parts(
|
||||
vmdl::mdl::Mdl::read(self.mdl.as_ref())?,
|
||||
vmdl::vtx::Vtx::read(self.vtx.as_ref())?,
|
||||
vmdl::vvd::Vvd::read(self.vvd.as_ref())?,
|
||||
))
|
||||
}
|
||||
}
|
37
lib/bsp_loader/src/lib.rs
Normal file
37
lib/bsp_loader/src/lib.rs
Normal file
@ -0,0 +1,37 @@
|
||||
mod bsp;
|
||||
pub mod data;
|
||||
|
||||
pub use data::Bsp;
|
||||
|
||||
#[derive(Debug)]
|
||||
pub enum ReadError{
|
||||
Bsp(vbsp::BspError),
|
||||
Io(std::io::Error),
|
||||
}
|
||||
impl std::fmt::Display for ReadError{
|
||||
fn fmt(&self,f:&mut std::fmt::Formatter<'_>)->std::fmt::Result{
|
||||
write!(f,"{self:?}")
|
||||
}
|
||||
}
|
||||
impl std::error::Error for ReadError{}
|
||||
|
||||
pub fn read<R:std::io::Read>(mut input:R)->Result<Bsp,ReadError>{
|
||||
let mut s=Vec::new();
|
||||
|
||||
//TODO: mmap
|
||||
input.read_to_end(&mut s).map_err(ReadError::Io)?;
|
||||
|
||||
vbsp::Bsp::read(s.as_slice()).map(Bsp::new).map_err(ReadError::Bsp)
|
||||
}
|
||||
|
||||
pub fn convert<AcquireRenderConfigId,AcquireMeshId>(
|
||||
bsp:&Bsp,
|
||||
acquire_render_config_id:AcquireRenderConfigId,
|
||||
acquire_mesh_id:AcquireMeshId
|
||||
)->bsp::PartialMap1
|
||||
where
|
||||
AcquireRenderConfigId:FnMut(Option<&str>)->strafesnet_common::model::RenderConfigId,
|
||||
AcquireMeshId:FnMut(&str)->strafesnet_common::model::MeshId,
|
||||
{
|
||||
bsp::convert_bsp(bsp.as_ref(),acquire_render_config_id,acquire_mesh_id)
|
||||
}
|
Loading…
Reference in New Issue
Block a user