write a bunch of entities

This commit is contained in:
Quaternions 2025-02-18 11:57:00 -08:00
parent 8daff7bde3
commit 861ce57e63

@ -32,6 +32,32 @@ fn ingest_vertex(
})
}
fn add_brush<'a>(mesh_deferred_loader:&mut MeshDeferredLoader<&'a str>,world_models:&mut Vec<model::Model>,model:&'a str,origin:vbsp::Vector,rendercolor:vbsp::Color,attributes:gameplay_attributes::CollisionAttributesId){
//The first character of brush.model is '*'
let mesh=match model.split_at(1){
("*",id_str)=>match id_str.parse(){
Ok(mesh_id)=>model::MeshId::new(mesh_id),
Err(e)=>{
println!("Brush model int parse error: {e} model={model}");
return;
},
},
_=>mesh_deferred_loader.acquire_mesh_id(model),
};
world_models.push(model::Model{
mesh,
attributes,
transform:integer::Planar64Affine3::from_translation(
valve_transform(origin.into())
),
color:(glam::Vec3::from_array([
rendercolor.r as f32,
rendercolor.g as f32,
rendercolor.b as f32
])/255.0).extend(1.0),
});
}
pub fn convert<'a>(
bsp:&'a crate::Bsp,
render_config_deferred_loader:&mut RenderConfigDeferredLoader<Cow<'a,str>>,
@ -134,34 +160,46 @@ pub fn convert<'a>(
color:glam::Vec4::W,
});
const WHITE:vbsp::Color=vbsp::Color{r:255,g:255,b:255};
for raw_ent in bsp.entities.iter(){
match raw_ent.parse(){
// func_brush
Ok(vbsp::css::Entity::FuncBrush(brush))=>{
//The first character of brush.model is '*'
match brush.model[1..].parse(){
Ok(mesh_id)=>{
world_models.push(model::Model{
mesh:model::MeshId::new(mesh_id),
attributes:ATTRIBUTE_DECORATION,
transform:integer::Planar64Affine3::from_translation(
valve_transform(brush.origin.into())
),
color:(glam::Vec3::from_array([
brush.rendercolor.r as f32,
brush.rendercolor.g as f32,
brush.rendercolor.b as f32
])/255.0).extend(1.0),
});
},
Err(e)=>{
println!("Brush model int parse error: {e}");
},
}
},
// func_illusionary
// func_wall
// func_wall_toggle
Ok(vbsp::css::Entity::Cycler(brush))=>add_brush(mesh_deferred_loader,&mut world_models,brush.model,brush.origin,brush.rendercolor,ATTRIBUTE_DECORATION),
// Ok(vbsp::css::Entity::EnvSprite(brush))=>add_brush(mesh_deferred_loader,&mut world_models,brush.model,brush.origin,brush.rendercolor,ATTRIBUTE_DECORATION),
Ok(vbsp::css::Entity::FuncBreakable(brush))=>add_brush(mesh_deferred_loader,&mut world_models,brush.model,brush.origin,brush.rendercolor,ATTRIBUTE_DECORATION),
Ok(vbsp::css::Entity::FuncBrush(brush))=>add_brush(mesh_deferred_loader,&mut world_models,brush.model,brush.origin,brush.rendercolor,ATTRIBUTE_DECORATION),
Ok(vbsp::css::Entity::FuncButton(brush))=>add_brush(mesh_deferred_loader,&mut world_models,brush.model,brush.origin,brush.rendercolor,ATTRIBUTE_DECORATION),
Ok(vbsp::css::Entity::FuncDoor(brush))=>add_brush(mesh_deferred_loader,&mut world_models,brush.model,brush.origin,brush.rendercolor,ATTRIBUTE_DECORATION),
Ok(vbsp::css::Entity::FuncDoorRotating(brush))=>add_brush(mesh_deferred_loader,&mut world_models,brush.model,brush.origin,brush.rendercolor,ATTRIBUTE_DECORATION),
Ok(vbsp::css::Entity::FuncIllusionary(brush))=>add_brush(mesh_deferred_loader,&mut world_models,brush.model,brush.origin,brush.rendercolor,ATTRIBUTE_DECORATION),
Ok(vbsp::css::Entity::FuncMonitor(brush))=>add_brush(mesh_deferred_loader,&mut world_models,brush.model,brush.origin,brush.rendercolor,ATTRIBUTE_DECORATION),
Ok(vbsp::css::Entity::FuncMovelinear(brush))=>add_brush(mesh_deferred_loader,&mut world_models,brush.model,brush.origin,brush.rendercolor,ATTRIBUTE_DECORATION),
Ok(vbsp::css::Entity::FuncPhysbox(brush))=>add_brush(mesh_deferred_loader,&mut world_models,brush.model,brush.origin,brush.rendercolor,ATTRIBUTE_DECORATION),
Ok(vbsp::css::Entity::FuncPhysboxMultiplayer(brush))=>add_brush(mesh_deferred_loader,&mut world_models,brush.model,brush.origin,brush.rendercolor,ATTRIBUTE_DECORATION),
Ok(vbsp::css::Entity::FuncRotButton(brush))=>add_brush(mesh_deferred_loader,&mut world_models,brush.model,brush.origin,WHITE,ATTRIBUTE_DECORATION),
Ok(vbsp::css::Entity::FuncRotating(brush))=>add_brush(mesh_deferred_loader,&mut world_models,brush.model,brush.origin,brush.rendercolor,ATTRIBUTE_DECORATION),
Ok(vbsp::css::Entity::FuncTracktrain(brush))=>add_brush(mesh_deferred_loader,&mut world_models,brush.model,brush.origin,brush.rendercolor,ATTRIBUTE_DECORATION),
Ok(vbsp::css::Entity::FuncTrain(brush))=>add_brush(mesh_deferred_loader,&mut world_models,brush.model,brush.origin,brush.rendercolor,ATTRIBUTE_DECORATION),
Ok(vbsp::css::Entity::FuncWall(brush))=>add_brush(mesh_deferred_loader,&mut world_models,brush.model,brush.origin.unwrap_or_default(),brush.rendercolor,ATTRIBUTE_DECORATION),
Ok(vbsp::css::Entity::FuncWallToggle(brush))=>add_brush(mesh_deferred_loader,&mut world_models,brush.model,brush.origin.unwrap_or_default(),brush.rendercolor,ATTRIBUTE_DECORATION),
Ok(vbsp::css::Entity::FuncWaterAnalog(brush))=>add_brush(mesh_deferred_loader,&mut world_models,brush.model,brush.origin,brush.rendercolor.unwrap_or(WHITE),ATTRIBUTE_DECORATION),
Ok(vbsp::css::Entity::PropDoorRotating(brush))=>add_brush(mesh_deferred_loader,&mut world_models,brush.model,brush.origin,WHITE,ATTRIBUTE_DECORATION),
Ok(vbsp::css::Entity::PropDynamic(brush))=>add_brush(mesh_deferred_loader,&mut world_models,brush.model,brush.origin,WHITE,ATTRIBUTE_DECORATION),
Ok(vbsp::css::Entity::PropDynamicOverride(brush))=>add_brush(mesh_deferred_loader,&mut world_models,brush.model,brush.origin,WHITE,ATTRIBUTE_DECORATION),
Ok(vbsp::css::Entity::PropPhysics(brush))=>add_brush(mesh_deferred_loader,&mut world_models,brush.model,brush.origin,WHITE,ATTRIBUTE_DECORATION),
Ok(vbsp::css::Entity::PropPhysicsMultiplayer(brush))=>add_brush(mesh_deferred_loader,&mut world_models,brush.model,brush.origin,WHITE,ATTRIBUTE_DECORATION),
Ok(vbsp::css::Entity::PropPhysicsOverride(brush))=>add_brush(mesh_deferred_loader,&mut world_models,brush.model,brush.origin,WHITE,ATTRIBUTE_DECORATION),
Ok(vbsp::css::Entity::PropRagdoll(brush))=>add_brush(mesh_deferred_loader,&mut world_models,brush.model,brush.origin,WHITE,ATTRIBUTE_DECORATION),
Ok(vbsp::css::Entity::TriggerGravity(brush))=>add_brush(mesh_deferred_loader,&mut world_models,brush.model,brush.origin,WHITE,ATTRIBUTE_DECORATION),
Ok(vbsp::css::Entity::TriggerHurt(brush))=>add_brush(mesh_deferred_loader,&mut world_models,brush.model,brush.origin,WHITE,ATTRIBUTE_DECORATION),
Ok(vbsp::css::Entity::TriggerLook(brush))=>add_brush(mesh_deferred_loader,&mut world_models,brush.model,brush.origin,WHITE,ATTRIBUTE_DECORATION),
Ok(vbsp::css::Entity::TriggerMultiple(brush))=>add_brush(mesh_deferred_loader,&mut world_models,brush.model.unwrap_or_default(),brush.origin,WHITE,ATTRIBUTE_DECORATION),
Ok(vbsp::css::Entity::TriggerOnce(brush))=>add_brush(mesh_deferred_loader,&mut world_models,brush.model,brush.origin,WHITE,ATTRIBUTE_DECORATION),
Ok(vbsp::css::Entity::TriggerProximity(brush))=>add_brush(mesh_deferred_loader,&mut world_models,brush.model,brush.origin,WHITE,ATTRIBUTE_DECORATION),
Ok(vbsp::css::Entity::TriggerPush(brush))=>add_brush(mesh_deferred_loader,&mut world_models,brush.model,brush.origin,WHITE,ATTRIBUTE_DECORATION),
Ok(vbsp::css::Entity::TriggerSoundscape(brush))=>add_brush(mesh_deferred_loader,&mut world_models,brush.model,brush.origin,WHITE,ATTRIBUTE_DECORATION),
Ok(vbsp::css::Entity::TriggerTeleport(brush))=>add_brush(mesh_deferred_loader,&mut world_models,brush.model.unwrap_or_default(),brush.origin,WHITE,ATTRIBUTE_DECORATION),
Ok(vbsp::css::Entity::TriggerVphysicsMotion(brush))=>add_brush(mesh_deferred_loader,&mut world_models,brush.model,brush.origin,WHITE,ATTRIBUTE_DECORATION),
Ok(vbsp::css::Entity::TriggerWind(brush))=>add_brush(mesh_deferred_loader,&mut world_models,brush.model,brush.origin,WHITE,ATTRIBUTE_DECORATION),
Ok(vbsp::css::Entity::InfoPlayerCounterterrorist(spawn))=>{
found_spawn=Some(valve_transform(spawn.origin.into()));
},