use crate::model::{ModelData,ModelInstance}; use crate::primitives; fn class_is_a(class: &str, superclass: &str) -> bool { if class==superclass { return true } let class_descriptor=rbx_reflection_database::get().classes.get(class); if let Some(descriptor) = &class_descriptor { if let Some(class_super) = &descriptor.superclass { return class_is_a(&class_super, superclass) } } return false } fn recursive_collect_superclass(objects: &mut std::vec::Vec,dom: &rbx_dom_weak::WeakDom, instance: &rbx_dom_weak::Instance, superclass: &str){ for &referent in instance.children() { if let Some(c) = dom.get_by_ref(referent) { if class_is_a(c.class.as_str(), superclass) { objects.push(c.referent());//copy ref } recursive_collect_superclass(objects,dom,c,superclass); } } } fn get_texture_refs(dom:&rbx_dom_weak::WeakDom) -> Vec{ let mut objects = std::vec::Vec::new(); recursive_collect_superclass(&mut objects, dom, dom.root(),"Decal"); //get ids //clear vec //next class objects } struct RobloxAssetId(u64); struct RobloxAssetIdParseErr; impl std::str::FromStr for RobloxAssetId { type Err=RobloxAssetIdParseErr; fn from_str(s: &str) -> Result{ let regman=regex::Regex::new(r"(\d+)$").unwrap(); if let Some(captures) = regman.captures(s) { if captures.len()==2{//captures[0] is all captures concatenated, and then each individual capture if let Ok(id) = captures[0].parse::() { return Ok(Self(id)); } } } Err(RobloxAssetIdParseErr) } } #[derive(Clone,Copy,PartialEq)] struct RobloxTextureTransform{ offset_u:f32, offset_v:f32, scale_u:f32, scale_v:f32, } impl std::cmp::Eq for RobloxTextureTransform{}//???? impl std::default::Default for RobloxTextureTransform{ fn default() -> Self { Self{offset_u:0.0,offset_v:0.0,scale_u:1.0,scale_v:1.0} } } impl std::hash::Hash for RobloxTextureTransform { fn hash(&self, state: &mut H) { self.offset_u.to_ne_bytes().hash(state); self.offset_v.to_ne_bytes().hash(state); self.scale_u.to_ne_bytes().hash(state); self.scale_v.to_ne_bytes().hash(state); } } #[derive(Hash)] struct PartFaceTextureDescription{ texture:u32, transform:RobloxTextureTransform, } type PartTextureDescription=[Option;6]; #[derive(Hash,Eq,PartialEq)] struct RobloxUnitCubeGenerationData{ texture:Option, faces:[Option;6], } impl std::default::Default for RobloxUnitCubeGenerationData{ fn default() -> Self { Self{ texture:None, faces:[Some(RobloxTextureTransform::default());6], } } } impl RobloxUnitCubeGenerationData{ fn empty() -> Self { Self{ texture:None, faces:[None,None,None,None,None,None], } } } pub fn generate_modeldatas_roblox(dom:rbx_dom_weak::WeakDom) -> Result<(Vec,Vec,glam::Vec3), Box>{ //ModelData includes texture dds let mut spawn_point=glam::Vec3::ZERO; //TODO: generate unit Block, Wedge, etc. after based on part shape lists let mut modeldatas=Vec::new(); let mut texture_id_from_asset_id=std::collections::HashMap::::new(); let mut asset_id_from_texture_id=Vec::new(); let mut object_refs=Vec::new(); let mut temp_objects=Vec::new(); let mut model_id_from_ucgd=std::collections::HashMap::::new(); recursive_collect_superclass(&mut object_refs, &dom, dom.root(),"BasePart"); for object_ref in object_refs { if let Some(object)=dom.get_by_ref(object_ref){ if let ( Some(rbx_dom_weak::types::Variant::CFrame(cf)), Some(rbx_dom_weak::types::Variant::Vector3(size)), Some(rbx_dom_weak::types::Variant::Float32(transparency)), Some(rbx_dom_weak::types::Variant::Color3uint8(color3)), Some(rbx_dom_weak::types::Variant::Enum(shape)), ) = ( object.properties.get("CFrame"), object.properties.get("Size"), object.properties.get("Transparency"), object.properties.get("Color"), object.properties.get("Shape"),//this will also skip unions ) { let model_transform=glam::Affine3A::from_translation( glam::Vec3::new(cf.position.x,cf.position.y,cf.position.z) ) * glam::Affine3A::from_mat3( glam::Mat3::from_cols( glam::Vec3::new(cf.orientation.x.x,cf.orientation.y.x,cf.orientation.z.x), glam::Vec3::new(cf.orientation.x.y,cf.orientation.y.y,cf.orientation.z.y), glam::Vec3::new(cf.orientation.x.z,cf.orientation.y.z,cf.orientation.z.z), ), ) * glam::Affine3A::from_scale( glam::Vec3::new(size.x,size.y,size.z)/2.0 ); if object.name=="MapStart"{ spawn_point=model_transform.transform_point3(glam::Vec3::Y)+glam::vec3(0.0,2.5,0.0); println!("Found MapStart{:?}",spawn_point); } if *transparency==1.0||shape.to_u32()!=1 { continue; } temp_objects.clear(); recursive_collect_superclass(&mut temp_objects, &dom, object,"Decal"); let mut part_texture_description:PartTextureDescription=[None,None,None,None,None,None]; for &decal_ref in &temp_objects{ if let Some(decal)=dom.get_by_ref(decal_ref){ if let ( Some(rbx_dom_weak::types::Variant::Content(content)), Some(rbx_dom_weak::types::Variant::Enum(normalid)), ) = ( decal.properties.get("Texture"), decal.properties.get("Face"), ) { if let Ok(asset_id)=content.clone().into_string().parse::(){ let texture_id=if let Some(&texture_id)=texture_id_from_asset_id.get(&asset_id.0){ texture_id }else{ let texture_id=asset_id_from_texture_id.len() as u32; texture_id_from_asset_id.insert(asset_id.0,texture_id); asset_id_from_texture_id.push(asset_id.0); texture_id }; let face=normalid.to_u32(); if face<6{ let mut roblox_texture_transform=RobloxTextureTransform::default(); if decal.class=="Texture"{ //generate tranform if let ( Some(rbx_dom_weak::types::Variant::Float32(ox)), Some(rbx_dom_weak::types::Variant::Float32(oy)), Some(rbx_dom_weak::types::Variant::Float32(sx)), Some(rbx_dom_weak::types::Variant::Float32(sy)), ) = ( decal.properties.get("OffsetStudsU"), decal.properties.get("OffsetStudsV"), decal.properties.get("StudsPerTileU"), decal.properties.get("StudsPerTileV"), ) { //pretend we don't need to know the face roblox_texture_transform=RobloxTextureTransform{ offset_u:*ox/size.x,offset_v:*oy/size.y, scale_u:*sx/size.x,scale_v:*sy/size.y, } } } //I can alos put the color into here and generate the vertices with the color part_texture_description[face as usize]=Some(PartFaceTextureDescription{ texture:texture_id, transform:roblox_texture_transform, }); }else{ println!("goofy ahh roblox gave NormalId {}", face); } } } } } let mut unit_cube_generation_data_list=Vec::new(); let mut unit_cube_from_texture_id=std::collections::HashMap::::new(); //use part_texture_description to extract unique texture faces let mut add_negative_cube=false; let mut negative_cube=RobloxUnitCubeGenerationData::empty(); for (i,maybe_part_face) in part_texture_description.iter().enumerate(){ if let Some(part_face)=maybe_part_face{ let unit_cube_id=if let Some(&unit_cube_id)=unit_cube_from_texture_id.get(&part_face.texture){ unit_cube_id }else{ let unit_cube_id=unit_cube_generation_data_list.len(); unit_cube_generation_data_list.push(RobloxUnitCubeGenerationData::empty()); unit_cube_from_texture_id.insert(part_face.texture,unit_cube_id); unit_cube_generation_data_list[unit_cube_id].texture=Some(part_face.texture); unit_cube_id }; unit_cube_generation_data_list[unit_cube_id].faces[i]=Some(part_face.transform); }else{ add_negative_cube=true; negative_cube.faces[i]=Some(RobloxTextureTransform::default()); } } //must add the rest of the cube to complete the faces! if add_negative_cube{ unit_cube_generation_data_list.push(negative_cube); } for roblox_unit_cube_generation_data in unit_cube_generation_data_list.drain(..){ //make new model if unit cube has not been crated before let model_id=if let Some(&model_id)=model_id_from_ucgd.get(&roblox_unit_cube_generation_data){ //push to existing texture model model_id }else{ let unit_cube_generation_data=roblox_unit_cube_generation_data.faces.map(|face|{ match face{ Some(roblox_texture_transform)=>Some( glam::Affine2::from_translation( glam::vec2(roblox_texture_transform.offset_u,roblox_texture_transform.offset_v) ) *glam::Affine2::from_scale( glam::vec2(roblox_texture_transform.scale_u,roblox_texture_transform.scale_v) ) ), None=>None, } }); let mut new_modeldatas=crate::model::generate_modeldatas(primitives::generate_partial_unit_cube(unit_cube_generation_data),ModelData::COLOR_FLOATS_WHITE); new_modeldatas[0].texture=roblox_unit_cube_generation_data.texture; let model_id=modeldatas.len(); modeldatas.append(&mut new_modeldatas); model_id_from_ucgd.insert(roblox_unit_cube_generation_data,model_id); model_id }; modeldatas[model_id].instances.push(ModelInstance { model_transform, color: glam::vec4(color3.r as f32/255f32, color3.g as f32/255f32, color3.b as f32/255f32, 1.0-*transparency), }); } } } } Ok((modeldatas,asset_id_from_texture_id.iter().map(|t|t.to_string()).collect(),spawn_point)) }