Files
strafe-project/lib/rbx_loader/src/union.rs

273 lines
12 KiB
Rust

use crate::loader::MeshWithSize;
use crate::rbx::RobloxPartDescription;
use crate::primitives::{CUBE_DEFAULT_VERTICES,CUBE_DEFAULT_POLYS,FaceDescription};
use rbx_mesh::mesh_data::{VertexId as MeshDataVertexId,NormalId as MeshDataNormalId,NormalId2 as MeshDataNormalId2,NormalId5 as MeshDataNormalId5};
use rbx_mesh::physics_data::VertexId as PhysicsDataVertexId;
use strafesnet_common::model::{self,IndexedVertex,MeshBuilder,PolygonGroup,PolygonGroupId,PolygonList,RenderConfigId,VertexId};
use strafesnet_common::integer::vec3;
#[derive(Debug)]
pub enum Error{
Block,
MissingVertexId(u32),
Planar64Vec3(strafesnet_common::integer::Planar64TryFromFloatError),
RobloxPhysicsData(rbx_mesh::physics_data::Error),
RobloxMeshData(rbx_mesh::mesh_data::Error),
}
impl std::fmt::Display for Error{
fn fmt(&self,f:&mut std::fmt::Formatter<'_>)->std::fmt::Result{
write!(f,"{self:?}")
}
}
// wacky state machine to make sure all vertices in a face agree upon what NormalId to use.
// Roblox duplicates this information per vertex when it should only exist per-face.
enum MeshDataNormalStatus{
Agree(MeshDataNormalId),
Conflicting,
}
struct MeshDataNormalChecker{
status:Option<MeshDataNormalStatus>,
}
impl MeshDataNormalChecker{
fn new()->Self{
Self{status:None}
}
fn check(&mut self,normal:MeshDataNormalId){
self.status=match self.status.take(){
None=>Some(MeshDataNormalStatus::Agree(normal)),
Some(MeshDataNormalStatus::Agree(old_normal))=>{
if old_normal==normal{
Some(MeshDataNormalStatus::Agree(old_normal))
}else{
Some(MeshDataNormalStatus::Conflicting)
}
},
Some(MeshDataNormalStatus::Conflicting)=>Some(MeshDataNormalStatus::Conflicting),
};
}
fn into_agreed_normal(self)->Option<MeshDataNormalId>{
self.status.and_then(|status|match status{
MeshDataNormalStatus::Agree(normal)=>Some(normal),
MeshDataNormalStatus::Conflicting=>None,
})
}
}
fn build_mesh2(
mb:&mut MeshBuilder,
polygon_groups_normal_id:&mut [Vec<Vec<VertexId>>;NORMAL_FACES],
cube_face_description:&[Option<FaceDescription>;NORMAL_FACES],
mesh:rbx_mesh::mesh_data::Mesh2,
)->Result<(),Error>{
//autoscale to size, idk what roblox is doing with the graphics mesh size
let mut pos_min=glam::Vec3::MAX;
let mut pos_max=glam::Vec3::MIN;
for vertex in &mesh.vertices{
let p=vertex.pos.into();
pos_min=pos_min.min(p);
pos_max=pos_max.max(p);
}
let graphics_size=pos_max-pos_min;
for [MeshDataVertexId(vertex_id0),MeshDataVertexId(vertex_id1),MeshDataVertexId(vertex_id2)] in mesh.faces{
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))?,
];
let mut normal_agreement_checker=MeshDataNormalChecker::new();
let face=face.into_iter().map(|vertex|{
let MeshDataNormalId2(normal_id)=vertex.normal_id;
normal_agreement_checker.check(normal_id);
let pos=glam::Vec3::from_array(vertex.pos)/graphics_size;
let pos=mb.acquire_pos_id(vec3::try_from_f32_array(pos.to_array())?);
let normal=mb.acquire_normal_id(vec3::try_from_f32_array(vertex.norm)?);
let tex_coord=glam::Vec2::from_array(vertex.tex);
let maybe_face_description=&cube_face_description[normal_id as usize-1];
let (tex,color)=match maybe_face_description{
Some(face_description)=>{
// transform texture coordinates and set decal color
let tex=mb.acquire_tex_id(face_description.transform.transform_point2(tex_coord));
let color=mb.acquire_color_id(face_description.color);
(tex,color)
},
None=>{
// texture coordinates don't matter and pass through mesh vertex color
let tex=mb.acquire_tex_id(tex_coord);
let color=mb.acquire_color_id(glam::Vec4::from_array(vertex.color.map(|f|f as f32/255.0f32)));
(tex,color)
},
};
Ok(mb.acquire_vertex_id(IndexedVertex{pos,tex,normal,color}))
}).collect::<Result<Vec<_>,_>>().map_err(Error::Planar64Vec3)?;
if let Some(normal_id)=normal_agreement_checker.into_agreed_normal(){
polygon_groups_normal_id[normal_id as usize-1].push(face);
}else{
panic!("Empty face!");
}
}
Ok(())
}
fn build_mesh5(
mb:&mut MeshBuilder,
polygon_groups_normal_id:&mut [Vec<Vec<VertexId>>;NORMAL_FACES],
cube_face_description:&[Option<FaceDescription>;NORMAL_FACES],
mesh:rbx_mesh::mesh_data::CSGMDL5,
)->Result<(),Error>{
//autoscale to size, idk what roblox is doing with the graphics mesh size
let mut pos_min=glam::Vec3::MAX;
let mut pos_max=glam::Vec3::MIN;
for &pos in &mesh.positions{
let p=pos.into();
pos_min=pos_min.min(p);
pos_max=pos_max.max(p);
}
let graphics_size=pos_max-pos_min;
for face in mesh.faces.indices.chunks_exact(3){
let mut normal_agreement_checker=MeshDataNormalChecker::new();
let face=face.into_iter().map(|&vertex_id|{
let vertex_index=vertex_id as usize;
let &pos=mesh.positions.get(vertex_index).ok_or(Error::MissingVertexId(vertex_id))?;
let &MeshDataNormalId5(normal_id)=mesh.normal_ids.get(vertex_index).ok_or(Error::MissingVertexId(vertex_id))?;
let &norm=mesh.normals.get(vertex_index).ok_or(Error::MissingVertexId(vertex_id))?;
let &tex=mesh.tex.get(vertex_index).ok_or(Error::MissingVertexId(vertex_id))?;
let &color=mesh.colors.get(vertex_index).ok_or(Error::MissingVertexId(vertex_id))?;
normal_agreement_checker.check(normal_id);
let pos=glam::Vec3::from_array(pos)/graphics_size;
let pos=mb.acquire_pos_id(vec3::try_from_f32_array(pos.to_array()).map_err(Error::Planar64Vec3)?);
let normal=mb.acquire_normal_id(vec3::try_from_f32_array(norm).map_err(Error::Planar64Vec3)?);
let tex_coord=glam::Vec2::from_array(tex);
let maybe_face_description=&cube_face_description[normal_id as usize-1];
let (tex,color)=match maybe_face_description{
Some(face_description)=>{
// transform texture coordinates and set decal color
let tex=mb.acquire_tex_id(face_description.transform.transform_point2(tex_coord));
let color=mb.acquire_color_id(face_description.color);
(tex,color)
},
None=>{
// texture coordinates don't matter and pass through mesh vertex color
let tex=mb.acquire_tex_id(tex_coord);
let color=mb.acquire_color_id(glam::Vec4::from_array(color.map(|f|f as f32/255.0f32)));
(tex,color)
},
};
Ok(mb.acquire_vertex_id(IndexedVertex{pos,tex,normal,color}))
}).collect::<Result<Vec<_>,_>>()?;
if let Some(normal_id)=normal_agreement_checker.into_agreed_normal(){
polygon_groups_normal_id[normal_id as usize-1].push(face);
}else{
panic!("Empty face!");
}
}
Ok(())
}
const NORMAL_FACES:usize=6;
impl std::error::Error for Error{}
pub fn convert(
roblox_physics_data:&[u8],
roblox_mesh_data:&[u8],
size:glam::Vec3,
RobloxPartDescription(part_texture_description):RobloxPartDescription,
)->Result<MeshWithSize,Error>{
let mut polygon_groups_normal_id:[_;NORMAL_FACES]=[vec![],vec![],vec![],vec![],vec![],vec![]];
// build graphics and physics meshes
let mut mb=MeshBuilder::new();
// graphics
let graphics_groups=if !roblox_mesh_data.is_empty(){
// create per-face texture coordinate affine transforms
let cube_face_description=part_texture_description.map(|opt|opt.map(|mut t|{
t.transform.set_size(1.0,1.0);
t.to_face_description()
}));
let mesh_data=rbx_mesh::read_mesh_data_versioned(
std::io::Cursor::new(roblox_mesh_data)
).map_err(Error::RobloxMeshData)?;
match mesh_data{
rbx_mesh::mesh_data::MeshData::CSGK(_)=>return Err(Error::Block),
rbx_mesh::mesh_data::MeshData::CSGMDL(rbx_mesh::mesh_data::CSGMDL::V2(mesh_data2))=>build_mesh2(&mut mb,&mut polygon_groups_normal_id,&cube_face_description,mesh_data2.mesh)?,
rbx_mesh::mesh_data::MeshData::CSGMDL(rbx_mesh::mesh_data::CSGMDL::V4(mesh_data4))=>build_mesh2(&mut mb,&mut polygon_groups_normal_id,&cube_face_description,mesh_data4.mesh)?,
rbx_mesh::mesh_data::MeshData::CSGMDL(rbx_mesh::mesh_data::CSGMDL::V5(mesh_data4))=>build_mesh5(&mut mb,&mut polygon_groups_normal_id,&cube_face_description,mesh_data4)?,
};
(0..NORMAL_FACES).map(|polygon_group_id|{
model::IndexedGraphicsGroup{
render:cube_face_description[polygon_group_id].as_ref().map_or(RenderConfigId::new(0),|face_description|face_description.render),
groups:vec![PolygonGroupId::new(polygon_group_id as u32)]
}
}).collect()
}else{
Vec::new()
};
//physics
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)?;
let physics_convex_meshes=match physics_data{
rbx_mesh::physics_data::PhysicsData::CSGK(_)
// have not seen this format in practice
|rbx_mesh::physics_data::PhysicsData::CSGPHS(rbx_mesh::physics_data::CSGPHS::Block)
=>return Err(Error::Block),
rbx_mesh::physics_data::PhysicsData::CSGPHS(rbx_mesh::physics_data::CSGPHS::V3(meshes))
|rbx_mesh::physics_data::PhysicsData::CSGPHS(rbx_mesh::physics_data::CSGPHS::V5(meshes))
=>meshes.meshes,
rbx_mesh::physics_data::PhysicsData::CSGPHS(rbx_mesh::physics_data::CSGPHS::V6(meshes))
=>vec![meshes.mesh],
rbx_mesh::physics_data::PhysicsData::CSGPHS(rbx_mesh::physics_data::CSGPHS::V7(meshes))
=>meshes.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{
// generate a unit cube as default physics
let pos_list=CUBE_DEFAULT_VERTICES.map(|pos|mb.acquire_pos_id(pos>>1));
let tex=mb.acquire_tex_id(glam::Vec2::ZERO);
let normal=mb.acquire_normal_id(vec3::ZERO);
let color=mb.acquire_color_id(glam::Vec4::ONE);
let polygon_group=PolygonGroup::PolygonList(PolygonList::new(CUBE_DEFAULT_POLYS.map(|poly|poly.map(|[pos_id,_]|
mb.acquire_vertex_id(IndexedVertex{pos:pos_list[pos_id as usize],tex,normal,color})
).to_vec()).to_vec()));
polygon_groups_normal_it.chain([Ok(polygon_group)]).collect::<Result<_,_>>()?
};
let physics_groups=(NORMAL_FACES..polygon_groups.len()).map(|id|model::IndexedPhysicsGroup{
groups:vec![PolygonGroupId::new(id as u32)]
}).collect();
let mesh=mb.build(
polygon_groups,
graphics_groups,
physics_groups,
);
Ok(MeshWithSize{
mesh,
size:vec3::ONE,
})
}