unique model per face texture algorithm

This commit is contained in:
Quaternions 2023-09-26 20:25:56 -07:00
parent b404908a55
commit f492a09377
2 changed files with 212 additions and 97 deletions

View File

@ -49,6 +49,52 @@ impl std::str::FromStr for RobloxAssetId {
Err(RobloxAssetIdParseErr) 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<H: std::hash::Hasher>(&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<PartFaceTextureDescription>;6];
#[derive(Hash,Eq,PartialEq)]
struct RobloxUnitCubeGenerationData{
texture:Option<u32>,
faces:[Option<RobloxTextureTransform>;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<ModelData>,Vec<String>,glam::Vec3), Box<dyn std::error::Error>>{ pub fn generate_modeldatas_roblox(dom:rbx_dom_weak::WeakDom) -> Result<(Vec<ModelData>,Vec<String>,glam::Vec3), Box<dyn std::error::Error>>{
@ -56,14 +102,14 @@ pub fn generate_modeldatas_roblox(dom:rbx_dom_weak::WeakDom) -> Result<(Vec<Mode
let mut spawn_point=glam::Vec3::ZERO; let mut spawn_point=glam::Vec3::ZERO;
//TODO: generate unit Block, Wedge, etc. after based on part shape lists //TODO: generate unit Block, Wedge, etc. after based on part shape lists
let mut modeldatas=crate::model::generate_modeldatas(primitives::the_unit_cube_lol(),ModelData::COLOR_FLOATS_WHITE); let mut modeldatas=Vec::new();
let unit_cube_modeldata=modeldatas[0].clone();
let mut texture_id_from_asset_id=std::collections::HashMap::<u64,u32>::new(); let mut texture_id_from_asset_id=std::collections::HashMap::<u64,u32>::new();
let mut asset_id_from_texture_id=Vec::new(); let mut asset_id_from_texture_id=Vec::new();
let mut object_refs = std::vec::Vec::new(); let mut object_refs=Vec::new();
let mut temp_objects = std::vec::Vec::new(); let mut temp_objects=Vec::new();
let mut model_id_from_ucgd=std::collections::HashMap::<RobloxUnitCubeGenerationData,usize>::new();
recursive_collect_superclass(&mut object_refs, &dom, dom.root(),"BasePart"); recursive_collect_superclass(&mut object_refs, &dom, dom.root(),"BasePart");
for object_ref in object_refs { for object_ref in object_refs {
if let Some(object)=dom.get_by_ref(object_ref){ if let Some(object)=dom.get_by_ref(object_ref){
@ -104,11 +150,28 @@ pub fn generate_modeldatas_roblox(dom:rbx_dom_weak::WeakDom) -> Result<(Vec<Mode
temp_objects.clear(); temp_objects.clear();
recursive_collect_superclass(&mut temp_objects, &dom, object,"Decal"); recursive_collect_superclass(&mut temp_objects, &dom, object,"Decal");
let mut texture_transform=glam::Affine2::IDENTITY; let mut part_texture_description:PartTextureDescription=[None,None,None,None,None,None];
let mut i_can_only_load_one_texture_per_model=None;
for &decal_ref in &temp_objects{ for &decal_ref in &temp_objects{
if let Some(decal)=dom.get_by_ref(decal_ref){ if let Some(decal)=dom.get_by_ref(decal_ref){
if let Some(rbx_dom_weak::types::Variant::Content(content)) = decal.properties.get("Texture") { 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::<RobloxAssetId>(){
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"{ if decal.class=="Texture"{
//generate tranform //generate tranform
if let ( if let (
@ -124,39 +187,80 @@ pub fn generate_modeldatas_roblox(dom:rbx_dom_weak::WeakDom) -> Result<(Vec<Mode
) )
{ {
//pretend we don't need to know the face //pretend we don't need to know the face
texture_transform=glam::Affine2::from_translation( roblox_texture_transform=RobloxTextureTransform{
glam::vec2(*ox/size.x,*oy/size.y) 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::<u32,usize>::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::Affine2::from_scale(
glam::vec2(*sx/size.x,*sy/size.y) glam::vec2(roblox_texture_transform.scale_u,roblox_texture_transform.scale_v)
); )
),
None=>None,
} }
} });
if let Ok(asset_id)=content.clone().into_string().parse::<RobloxAssetId>(){ let mut new_modeldatas=crate::model::generate_modeldatas(primitives::generate_partial_unit_cube(unit_cube_generation_data),ModelData::COLOR_FLOATS_WHITE);
if let Some(&texture_id)=texture_id_from_asset_id.get(&asset_id.0){ new_modeldatas[0].texture=roblox_unit_cube_generation_data.texture;
i_can_only_load_one_texture_per_model=Some(texture_id); let model_id=modeldatas.len();
}else{ modeldatas.append(&mut new_modeldatas);
let texture_id=asset_id_from_texture_id.len(); model_id_from_ucgd.insert(roblox_unit_cube_generation_data,model_id);
texture_id_from_asset_id.insert(asset_id.0,texture_id as u32); model_id
asset_id_from_texture_id.push(asset_id.0); };
//make new model modeldatas[model_id].instances.push(ModelInstance {
let mut unit_cube_texture=unit_cube_modeldata.clone();
unit_cube_texture.texture=Some(texture_id as u32);
modeldatas.push(unit_cube_texture);
}
}
}
}
}
let model_instance=ModelInstance {
model_transform, model_transform,
color: glam::vec4(color3.r as f32/255f32, color3.g as f32/255f32, color3.b as f32/255f32, 1.0-*transparency), color: glam::vec4(color3.r as f32/255f32, color3.g as f32/255f32, color3.b as f32/255f32, 1.0-*transparency),
}; });
match i_can_only_load_one_texture_per_model{
//push to existing texture model
Some(texture_id)=>modeldatas[(texture_id+1) as usize].instances.push(model_instance),
//push instance to big unit cube in the sky
None=>modeldatas[0].instances.push(model_instance),
} }
} }
} }

View File

@ -1,4 +1,58 @@
pub fn the_unit_cube_lol() -> obj::ObjData{ pub fn the_unit_cube_lol() -> obj::ObjData{
generate_partial_unit_cube([Some(glam::Affine2::IDENTITY);6])
}
pub fn generate_partial_unit_cube(face_transforms:[Option<glam::Affine2>;6])->obj::ObjData{
let default_polys=vec![
// right (1, 0, 0)
obj::SimplePolygon(vec![
obj::IndexTuple(6,Some(0),Some(0)),
obj::IndexTuple(5,Some(1),Some(0)),
obj::IndexTuple(2,Some(2),Some(0)),
obj::IndexTuple(1,Some(3),Some(0)),
]),
// top (0, 1, 0)
obj::SimplePolygon(vec![
obj::IndexTuple(5,Some(1),Some(1)),
obj::IndexTuple(4,Some(0),Some(1)),
obj::IndexTuple(3,Some(3),Some(1)),
obj::IndexTuple(2,Some(2),Some(1)),
]),
// back (0, 0, 1)
obj::SimplePolygon(vec![
obj::IndexTuple(0,Some(0),Some(2)),
obj::IndexTuple(1,Some(1),Some(2)),
obj::IndexTuple(2,Some(2),Some(2)),
obj::IndexTuple(3,Some(3),Some(2)),
]),
// left (-1, 0, 0)
obj::SimplePolygon(vec![
obj::IndexTuple(0,Some(0),Some(3)),
obj::IndexTuple(3,Some(1),Some(3)),
obj::IndexTuple(4,Some(2),Some(3)),
obj::IndexTuple(7,Some(3),Some(3)),
]),
// bottom (0,-1, 0)
obj::SimplePolygon(vec![
obj::IndexTuple(1,Some(1),Some(4)),
obj::IndexTuple(0,Some(0),Some(4)),
obj::IndexTuple(7,Some(3),Some(4)),
obj::IndexTuple(6,Some(2),Some(4)),
]),
// front (0, 0,-1)
obj::SimplePolygon(vec![
obj::IndexTuple(4,Some(0),Some(5)),
obj::IndexTuple(5,Some(1),Some(5)),
obj::IndexTuple(6,Some(2),Some(5)),
obj::IndexTuple(7,Some(3),Some(5)),
]),
];
//generate transformed vertices
let mut generated_polys=Vec::new();
for (i,maybe_transform) in face_transforms.iter().enumerate(){
if let Some(transform)=maybe_transform{
generated_polys.push(default_polys[i].clone());
}
}
obj::ObjData{ obj::ObjData{
position: vec![ position: vec![
[-1.,-1., 1.],//left bottom back [-1.,-1., 1.],//left bottom back
@ -25,50 +79,7 @@ pub fn the_unit_cube_lol() -> obj::ObjData{
name: "Cube Vertices".to_owned(), name: "Cube Vertices".to_owned(),
index: 0, index: 0,
material: None, material: None,
polys: vec![ polys: generated_polys,
// back (0, 0, 1)
obj::SimplePolygon(vec![
obj::IndexTuple(0,Some(0),Some(2)),
obj::IndexTuple(1,Some(1),Some(2)),
obj::IndexTuple(2,Some(2),Some(2)),
obj::IndexTuple(3,Some(3),Some(2)),
]),
// front (0, 0,-1)
obj::SimplePolygon(vec![
obj::IndexTuple(4,Some(0),Some(5)),
obj::IndexTuple(5,Some(1),Some(5)),
obj::IndexTuple(6,Some(2),Some(5)),
obj::IndexTuple(7,Some(3),Some(5)),
]),
// right (1, 0, 0)
obj::SimplePolygon(vec![
obj::IndexTuple(6,Some(0),Some(0)),
obj::IndexTuple(5,Some(1),Some(0)),
obj::IndexTuple(2,Some(2),Some(0)),
obj::IndexTuple(1,Some(3),Some(0)),
]),
// left (-1, 0, 0)
obj::SimplePolygon(vec![
obj::IndexTuple(0,Some(0),Some(3)),
obj::IndexTuple(3,Some(1),Some(3)),
obj::IndexTuple(4,Some(2),Some(3)),
obj::IndexTuple(7,Some(3),Some(3)),
]),
// top (0, 1, 0)
obj::SimplePolygon(vec![
obj::IndexTuple(5,Some(1),Some(1)),
obj::IndexTuple(4,Some(0),Some(1)),
obj::IndexTuple(3,Some(3),Some(1)),
obj::IndexTuple(2,Some(2),Some(1)),
]),
// bottom (0,-1, 0)
obj::SimplePolygon(vec![
obj::IndexTuple(1,Some(1),Some(4)),
obj::IndexTuple(0,Some(0),Some(4)),
obj::IndexTuple(7,Some(3),Some(4)),
obj::IndexTuple(6,Some(2),Some(4)),
]),
],
}] }]
}], }],
material_libs: Vec::new(), material_libs: Vec::new(),