forked from StrafesNET/strafe-project
244 lines
9.5 KiB
Rust
244 lines
9.5 KiB
Rust
use strafesnet_common::{map,model,integer,gameplay_attributes};
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const VALVE_SCALE:f32=1.0/16.0;
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fn valve_transform(v:[f32;3])->integer::Planar64Vec3{
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integer::Planar64Vec3::try_from([v[0]*VALVE_SCALE,v[2]*VALVE_SCALE,-v[1]*VALVE_SCALE]).unwrap()
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}
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pub fn convert<AcquireTextureId,AcquireMeshId>(
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bsp:&vbsp::Bsp,
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mut acquire_texture_id:AcquireTextureId,
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mut acquire_mesh_id:AcquireMeshId
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)->strafesnet_common::map::CompleteMap
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where
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AcquireTextureId:FnMut(&str)->model::TextureId,
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AcquireMeshId:FnMut(&str)->model::MeshId,
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{
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let mut unique_render_configs=Vec::new();
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let mut unique_attributes=Vec::new();
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unique_attributes.push(gameplay_attributes::CollisionAttributes::contact_default());
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const TEMP_TOUCH_ME_ATTRIBUTE:gameplay_attributes::CollisionAttributesId=gameplay_attributes::CollisionAttributesId::new(0);
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//declare all prop models to Loader
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for prop in bsp.static_props(){
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acquire_mesh_id(prop.model());
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}
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//TODO: make the main map one single mesh with a bunch of different physics groups and graphics groups
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//the generated MeshIds in here will collide with the Loader Mesh Ids
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//but I can't think of a good workaround other than just remapping one later.
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let (meshes,models):(Vec<model::Mesh>,Vec<model::Model>)=bsp.models().enumerate().map(|(mesh_id,world_model)|{
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let mesh_id=model::MeshId::new(mesh_id as u32);
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//non-deduplicated
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let mut spam_pos=Vec::new();
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let mut spam_tex=Vec::new();
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let mut spam_normal=Vec::new();
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let mut spam_vertices=Vec::new();
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let mut graphics_groups=Vec::new();
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let mut physics_group=model::IndexedPhysicsGroup::default();
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let polygon_groups=world_model.faces().enumerate().map(|(polygon_group_id,face)|{
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let polygon_group_id=model::PolygonGroupId::new(polygon_group_id as u32);
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let face_texture=face.texture();
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let face_texture_data=face_texture.texture_data();
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let (texture_u,texture_v)=(glam::Vec3A::from_slice(&face_texture.texture_transforms_u[0..3]),glam::Vec3A::from_slice(&face_texture.texture_transforms_v[0..3]));
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let texture_offset=glam::vec2(face_texture.texture_transforms_u[3],face_texture.texture_transforms_v[3]);
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let texture_size=glam::vec2(face_texture_data.width as f32,face_texture_data.height as f32);
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//texture
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let texture_id=acquire_texture_id(face_texture_data.name()); //this is equivalent to a get_or_create pattern because there is a singular no-texture RenderId
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//so RenderId==TextureId
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//not the most failsafe code but this is just for the map tool lmao
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if unique_render_configs.len()==texture_id.get() as usize{
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unique_render_configs.push(model::RenderConfig::texture(texture_id));
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};
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let render_id=model::RenderConfigId::new(texture_id.get());
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//normal
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let normal=face.normal();
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let normal_idx=spam_normal.len() as u32;
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spam_normal.push(valve_transform(<[f32;3]>::from(normal)));
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let indices:Vec<model::VertexId>=face.vertex_positions().map(|vertex_position|{
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let vertex_xyz=<[f32;3]>::from(vertex_position);
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let pos=glam::Vec3A::from_array(vertex_xyz);
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let pos_idx=spam_pos.len();
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spam_pos.push(valve_transform(vertex_xyz));
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//calculate texture coordinates
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let tex=(glam::vec2(pos.dot(texture_u),pos.dot(texture_v))+texture_offset)/texture_size;
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let tex_idx=spam_tex.len() as u32;
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spam_tex.push(tex);
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let vertex_id=model::VertexId::new(spam_vertices.len() as u32);
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spam_vertices.push(model::IndexedVertex{
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pos:model::PositionId::new(pos_idx as u32),
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tex:model::TextureCoordinateId::new(tex_idx as u32),
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normal:model::NormalId::new(normal_idx),
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color:model::ColorId::new(0),
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});
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vertex_id
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}).collect();
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if face.is_visible(){
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//TODO: deduplicate graphics groups by render id
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graphics_groups.push(model::IndexedGraphicsGroup{
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render:render_id,
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groups:vec![polygon_group_id],
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})
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}
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physics_group.groups.push(polygon_group_id);
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model::PolygonGroup::PolygonList(model::PolygonList::new(vec![indices]))
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}).collect();
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(
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model::Mesh{
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unique_pos:spam_pos,
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unique_tex:spam_tex,
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unique_normal:spam_normal,
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unique_color:vec![glam::Vec4::ONE],
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unique_vertices:spam_vertices,
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polygon_groups,
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graphics_groups,
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physics_groups:vec![physics_group],
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},
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model::Model{
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mesh:mesh_id,
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attributes:TEMP_TOUCH_ME_ATTRIBUTE,
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transform:integer::Planar64Affine3::new(
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integer::Planar64Mat3::default(),
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valve_transform(<[f32;3]>::from(world_model.origin))
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),
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color:glam::Vec4::ONE,
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},
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)
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}).unzip();
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map::CompleteMap{
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attributes:unique_attributes,
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meshes,
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render_configs:unique_render_configs,
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models,
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modes:strafesnet_common::gameplay_modes::Modes::new(Vec::new()),
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}
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}
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/*
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//call self.acquire_texture_id for each texture in the mesh
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//generate unique meshes
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let mut model_map=std::collections::HashMap::with_capacity(model_dedupe.len());
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let mut prop_models=Vec::new();
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for model_name in model_dedupe{
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let model_name_lower=model_name.to_lowercase();
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//.mdl, .vvd, .dx90.vtx
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let mut path=std::path::PathBuf::from(model_name_lower.as_str());
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let file_name=std::path::PathBuf::from(path.file_stem().unwrap());
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path.pop();
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path.push(file_name);
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let mut vvd_path=path.clone();
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let mut vtx_path=path.clone();
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vvd_path.set_extension("vvd");
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vtx_path.set_extension("dx90.vtx");
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match (bsp.pack.get(model_name_lower.as_str()),bsp.pack.get(vvd_path.as_os_str().to_str().unwrap()),bsp.pack.get(vtx_path.as_os_str().to_str().unwrap())){
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(Ok(Some(mdl_file)),Ok(Some(vvd_file)),Ok(Some(vtx_file)))=>{
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match (vmdl::mdl::Mdl::read(mdl_file.as_ref()),vmdl::vvd::Vvd::read(vvd_file.as_ref()),vmdl::vtx::Vtx::read(vtx_file.as_ref())){
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(Ok(mdl),Ok(vvd),Ok(vtx))=>{
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let model=vmdl::Model::from_parts(mdl,vtx,vvd);
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let texture_paths=model.texture_directories();
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if texture_paths.len()!=1{
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println!("WARNING: multiple texture paths");
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}
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let skin=model.skin_tables().nth(0).unwrap();
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let mut spam_pos=Vec::with_capacity(model.vertices().len());
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let mut spam_normal=Vec::with_capacity(model.vertices().len());
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let mut spam_tex=Vec::with_capacity(model.vertices().len());
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let mut spam_vertices=Vec::with_capacity(model.vertices().len());
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for (i,vertex) in model.vertices().iter().enumerate(){
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spam_pos.push(valve_transform(<[f32;3]>::from(vertex.position)));
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spam_normal.push(valve_transform(<[f32;3]>::from(vertex.normal)));
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spam_tex.push(glam::Vec2::from_array(vertex.texture_coordinates));
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spam_vertices.push(model::IndexedVertex{
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pos:model::PositionId::new(i as u32),
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tex:model::TextureCoordinateId::new(i as u32),
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normal:model::NormalId::new(i as u32),
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color:model::ColorId::new(0),
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});
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}
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let model_id=prop_models.len();
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model_map.insert(model_name,model_id);
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prop_models.push(model::Mesh{
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unique_pos:spam_pos,
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unique_normal:spam_normal,
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unique_tex:spam_tex,
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unique_color:vec![glam::Vec4::ONE],
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unique_vertices:spam_vertices,
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groups:model.meshes().map(|mesh|{
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let texture=if let (Some(texture_path),Some(texture_name))=(texture_paths.get(0),skin.texture(mesh.material_index())){
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let mut path=std::path::PathBuf::from(texture_path.as_str());
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path.push(texture_name);
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let texture_location=path.as_os_str().to_str().unwrap();
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let texture_id=if let Some(&texture_id)=texture_id_from_name.get(texture_location){
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texture_id
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}else{
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println!("texture! {}",texture_location);
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let texture_id=name_from_texture_id.len() as u32;
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texture_id_from_name.insert(texture_location.to_string(),texture_id);
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name_from_texture_id.push(texture_location.to_string());
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texture_id
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};
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Some(texture_id)
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}else{
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None
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};
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model::IndexedGroup{
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texture,
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polys:{
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//looking at the code, it would seem that the strips are pre-deindexed into triangle lists when calling this function
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mesh.vertex_strip_indices().map(|strip|{
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strip.collect::<Vec<usize>>().chunks(3).map(|tri|{
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model::IndexedPolygon{vertices:vec![tri[0] as u32,tri[1] as u32,tri[2] as u32]}
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}).collect::<Vec<model::IndexedPolygon>>()
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}).flatten().collect()
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},
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}
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}).collect(),
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instances:Vec::new(),
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});
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},
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_=>println!("model_name={} error",model_name),
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}
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},
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_=>println!("no model name={}",model_name),
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}
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}
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//generate model instances
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for prop in bsp.static_props(){
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let placement=prop.as_prop_placement();
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if let Some(&model_index)=model_map.get(placement.model){
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prop_models[model_index].instances.push(model::ModelInstance{
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transform:integer::Planar64Affine3::new(
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integer::Planar64Mat3::try_from(
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glam::Mat3A::from_diagonal(glam::Vec3::splat(placement.scale))
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//TODO: figure this out
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*glam::Mat3A::from_quat(glam::Quat::from_xyzw(
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placement.rotation.v.x,//b
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placement.rotation.v.y,//c
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placement.rotation.v.z,//d
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placement.rotation.s,//a
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))
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).unwrap(),
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valve_transform(<[f32;3]>::from(placement.origin)),
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),
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attributes:model::CollisionAttributes::Decoration,
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..Default::default()
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});
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}else{
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//println!("model not found {}",placement.model);
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}
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}
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//actually add the prop models
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prop_models.append(&mut models);
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*/
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