rbx_loader: prepare union convert for default physics

This commit is contained in:
Quaternions 2025-03-21 13:47:48 -07:00
parent 65e17da386
commit aa14369088

@ -1,4 +1,6 @@
use rbx_mesh::mesh_data::{NormalId2 as MeshDataNormalId2,VertexId as MeshDataVertexId};
use crate::rbx::RobloxPartDescription;
use rbx_mesh::mesh_data::{VertexId as MeshDataVertexId,NormalId2 as MeshDataNormalId2};
use rbx_mesh::physics_data::VertexId as PhysicsDataVertexId;
use strafesnet_common::model::{self,IndexedVertex,PolygonGroup,PolygonGroupId,PolygonList,RenderConfigId};
use strafesnet_common::integer::vec3;
@ -57,10 +59,10 @@ pub fn convert(
roblox_physics_data:&[u8],
roblox_mesh_data:&[u8],
size:glam::Vec3,
crate::rbx::RobloxPartDescription(part_texture_description):crate::rbx::RobloxPartDescription,
RobloxPartDescription(part_texture_description):RobloxPartDescription,
)->Result<model::Mesh,Error>{
const NORMAL_FACES:usize=6;
let mut polygon_groups_normal_id=vec![Vec::new();NORMAL_FACES];
let mut polygon_groups_normal_id:[_;NORMAL_FACES]=[vec![],vec![],vec![],vec![],vec![],vec![]];
// build graphics and physics meshes
let mut mb=strafesnet_common::model::MeshBuilder::new();
@ -126,7 +128,11 @@ pub fn convert(
};
//physics
let physics_convex_meshes=if !roblox_physics_data.is_empty(){
let polygon_groups_normal_it=polygon_groups_normal_id.into_iter().map(|faces|
// graphics polygon groups (to be rendered)
Ok(PolygonGroup::PolygonList(PolygonList::new(faces)))
);
let polygon_groups:Vec<PolygonGroup>=if !roblox_physics_data.is_empty(){
let physics_data=rbx_mesh::read_physics_data_versioned(
std::io::Cursor::new(roblox_physics_data)
).map_err(Error::RobloxPhysicsData)?;
@ -140,33 +146,31 @@ pub fn convert(
rbx_mesh::physics_data::PhysicsData::CSGPHS(rbx_mesh::physics_data::CSGPHS::PhysicsInfoMesh(pim))
=>vec![pim.mesh],
};
physics_convex_meshes
let physics_convex_meshes_it=physics_convex_meshes.into_iter().map(|mesh|{
// this can be factored out of the loop but I am lazy
let color=mb.acquire_color_id(glam::Vec4::ONE);
let tex=mb.acquire_tex_id(glam::Vec2::ZERO);
// physics polygon groups (to do physics)
Ok(PolygonGroup::PolygonList(PolygonList::new(mesh.faces.into_iter().map(|[PhysicsDataVertexId(vertex_id0),PhysicsDataVertexId(vertex_id1),PhysicsDataVertexId(vertex_id2)]|{
let face=[
mesh.vertices.get(vertex_id0 as usize).ok_or(Error::MissingVertexId(vertex_id0))?,
mesh.vertices.get(vertex_id1 as usize).ok_or(Error::MissingVertexId(vertex_id1))?,
mesh.vertices.get(vertex_id2 as usize).ok_or(Error::MissingVertexId(vertex_id2))?,
].map(|v|glam::Vec3::from_slice(v)/size);
let vertex_norm=(face[1]-face[0])
.cross(face[2]-face[0]);
let normal=mb.acquire_normal_id(vec3::try_from_f32_array(vertex_norm.to_array()).map_err(Error::Planar64Vec3)?);
face.into_iter().map(|vertex_pos|{
let pos=mb.acquire_pos_id(vec3::try_from_f32_array(vertex_pos.to_array()).map_err(Error::Planar64Vec3)?);
Ok(mb.acquire_vertex_id(IndexedVertex{pos,tex,normal,color}))
}).collect()
}).collect::<Result<_,_>>()?)))
});
polygon_groups_normal_it.chain(physics_convex_meshes_it).collect::<Result<_,_>>()?
}else{
Vec::new()
// TODO: generate a unit cube as default physics
polygon_groups_normal_it.collect::<Result<_,_>>()?
};
let polygon_groups:Vec<PolygonGroup>=polygon_groups_normal_id.into_iter().map(|faces|
// graphics polygon groups (to be rendered)
Ok(PolygonGroup::PolygonList(PolygonList::new(faces)))
).chain(physics_convex_meshes.into_iter().map(|mesh|{
// this can be factored out of the loop but I am lazy
let color=mb.acquire_color_id(glam::Vec4::ONE);
let tex=mb.acquire_tex_id(glam::Vec2::ZERO);
// physics polygon groups (to do physics)
Ok(PolygonGroup::PolygonList(PolygonList::new(mesh.faces.into_iter().map(|[PhysicsDataVertexId(vertex_id0),PhysicsDataVertexId(vertex_id1),PhysicsDataVertexId(vertex_id2)]|{
let face=[
mesh.vertices.get(vertex_id0 as usize).ok_or(Error::MissingVertexId(vertex_id0))?,
mesh.vertices.get(vertex_id1 as usize).ok_or(Error::MissingVertexId(vertex_id1))?,
mesh.vertices.get(vertex_id2 as usize).ok_or(Error::MissingVertexId(vertex_id2))?,
].map(|v|glam::Vec3::from_slice(v)/size);
let vertex_norm=(face[1]-face[0])
.cross(face[2]-face[0]);
let normal=mb.acquire_normal_id(vec3::try_from_f32_array(vertex_norm.to_array()).map_err(Error::Planar64Vec3)?);
face.into_iter().map(|vertex_pos|{
let pos=mb.acquire_pos_id(vec3::try_from_f32_array(vertex_pos.to_array()).map_err(Error::Planar64Vec3)?);
Ok(mb.acquire_vertex_id(IndexedVertex{pos,tex,normal,color}))
}).collect()
}).collect::<Result<_,_>>()?)))
})).collect::<Result<_,_>>()?;
let physics_groups=(NORMAL_FACES..polygon_groups.len()).map(|id|model::IndexedPhysicsGroup{
groups:vec![PolygonGroupId::new(id as u32)]
}).collect();