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mirror of https://github.com/Laupetin/OpenAssetTools.git synced 2025-08-30 21:53:15 +00:00

refactor: streamline phys preset dumping

This commit is contained in:
Jan Laupetin
2025-07-30 18:48:59 +01:00
parent d4ab0c4314
commit 24c9e08046
15 changed files with 258 additions and 234 deletions

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@@ -0,0 +1,11 @@
#include "PhysPresetCommon.h"
#include <format>
namespace phys_preset
{
std::string GetFileNameForAssetName(const std::string& assetName)
{
return std::format("physic/{}", assetName);
}
} // namespace phys_preset

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@@ -0,0 +1,8 @@
#pragma once
#include <string>
namespace phys_preset
{
std::string GetFileNameForAssetName(const std::string& assetName);
}

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@@ -4,6 +4,7 @@
#include "Game/IW4/ObjConstantsIW4.h"
#include "InfoString/InfoString.h"
#include "InfoStringLoaderPhysPresetIW4.h"
#include "PhysPreset/PhysPresetCommon.h"
#include <format>
#include <iostream>
@@ -19,7 +20,7 @@ RawLoaderPhysPreset::RawLoaderPhysPreset(MemoryManager& memory, ISearchPath& sea
AssetCreationResult RawLoaderPhysPreset::CreateAsset(const std::string& assetName, AssetCreationContext& context)
{
const auto fileName = std::format("physic/{}", assetName);
const auto fileName = phys_preset::GetFileNameForAssetName(assetName);
const auto file = m_search_path.Open(fileName);
if (!file.IsOpen())
return AssetCreationResult::NoAction();

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@@ -4,6 +4,7 @@
#include "Game/T6/T6.h"
#include "InfoString/InfoString.h"
#include "InfoStringLoaderPhysPresetT6.h"
#include "PhysPreset/PhysPresetCommon.h"
#include <cstring>
#include <format>
@@ -24,7 +25,7 @@ namespace
AssetCreationResult CreateAsset(const std::string& assetName, AssetCreationContext& context) override
{
const auto fileName = std::format("physic/{}", assetName);
const auto fileName = phys_preset::GetFileNameForAssetName(assetName);
const auto file = m_search_path.Open(fileName);
if (!file.IsOpen())
return AssetCreationResult::NoAction();

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@@ -13,7 +13,7 @@
#include "Menu/AssetDumperMenuList.h"
#include "ObjWriting.h"
#include "PhysCollmap/AssetDumperPhysCollmap.h"
#include "PhysPreset/AssetDumperPhysPreset.h"
#include "PhysPreset/PhysPresetInfoStringDumperIW4.h"
#include "RawFile/AssetDumperRawFile.h"
#include "Shader/AssetDumperPixelShader.h"
#include "Shader/AssetDumperVertexShader.h"
@@ -39,7 +39,7 @@ bool ObjWriter::DumpZone(AssetDumpingContext& context) const
const auto* assetPools = dynamic_cast<GameAssetPoolIW4*>(context.m_zone.m_pools.get());
DUMP_ASSET_POOL(AssetDumperPhysPreset, m_phys_preset, ASSET_TYPE_PHYSPRESET)
DUMP_ASSET_POOL(phys_preset::InfoStringDumper, m_phys_preset, ASSET_TYPE_PHYSPRESET)
DUMP_ASSET_POOL(AssetDumperPhysCollmap, m_phys_collmap, ASSET_TYPE_PHYSCOLLMAP)
// DUMP_ASSET_POOL(AssetDumperXAnimParts, m_xanim_parts, ASSET_TYPE_XANIMPARTS)
DUMP_ASSET_POOL(AssetDumperXModel, m_xmodel, ASSET_TYPE_XMODEL)

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@@ -1,107 +0,0 @@
#include "AssetDumperPhysPreset.h"
#include "Game/IW4/InfoString/InfoStringFromStructConverter.h"
#include "Game/IW4/ObjConstantsIW4.h"
#include "Game/IW4/PhysPreset/PhysPresetFields.h"
#include <algorithm>
#include <cassert>
#include <cmath>
#include <type_traits>
using namespace IW4;
namespace IW4
{
class InfoStringFromPhysPresetConverter final : public InfoStringFromStructConverter
{
protected:
void FillFromExtensionField(const cspField_t& field) override
{
assert(false);
}
public:
InfoStringFromPhysPresetConverter(const PhysPresetInfo* structure,
const cspField_t* fields,
const size_t fieldCount,
std::function<std::string(scr_string_t)> scriptStringValueCallback)
: InfoStringFromStructConverter(structure, fields, fieldCount, std::move(scriptStringValueCallback))
{
}
};
} // namespace IW4
void AssetDumperPhysPreset::CopyToPhysPresetInfo(const PhysPreset* physPreset, PhysPresetInfo* physPresetInfo)
{
physPresetInfo->mass = std::clamp(physPreset->mass * 1000.0f, 1.0f, 2000.0f);
physPresetInfo->bounce = physPreset->bounce;
if (std::isinf(physPreset->friction))
{
physPresetInfo->isFrictionInfinity = 1;
physPresetInfo->friction = 0;
}
else
{
physPresetInfo->isFrictionInfinity = 0;
physPresetInfo->friction = physPreset->friction;
}
physPresetInfo->bulletForceScale = physPreset->bulletForceScale;
physPresetInfo->explosiveForceScale = physPreset->explosiveForceScale;
physPresetInfo->sndAliasPrefix = physPreset->sndAliasPrefix;
physPresetInfo->piecesSpreadFraction = physPreset->piecesSpreadFraction;
physPresetInfo->piecesUpwardVelocity = physPreset->piecesUpwardVelocity;
physPresetInfo->tempDefaultToCylinder = physPreset->tempDefaultToCylinder ? 1 : 0;
physPresetInfo->perSurfaceSndAlias = physPreset->perSurfaceSndAlias ? 1 : 0;
}
InfoString AssetDumperPhysPreset::CreateInfoString(XAssetInfo<PhysPreset>* asset)
{
auto* physPresetInfo = new PhysPresetInfo;
CopyToPhysPresetInfo(asset->Asset(), physPresetInfo);
InfoStringFromPhysPresetConverter converter(physPresetInfo,
phys_preset_fields,
std::extent_v<decltype(phys_preset_fields)>,
[asset](const scr_string_t scrStr) -> std::string
{
assert(scrStr < asset->m_zone->m_script_strings.Count());
if (scrStr >= asset->m_zone->m_script_strings.Count())
return "";
return asset->m_zone->m_script_strings[scrStr];
});
return converter.Convert();
}
bool AssetDumperPhysPreset::ShouldDump(XAssetInfo<PhysPreset>* asset)
{
return true;
}
void AssetDumperPhysPreset::DumpAsset(AssetDumpingContext& context, XAssetInfo<PhysPreset>* asset)
{
// Only dump raw when no gdt available
if (context.m_gdt)
{
const auto infoString = CreateInfoString(asset);
GdtEntry gdtEntry(asset->m_name, ObjConstants::GDF_FILENAME_PHYS_PRESET);
infoString.ToGdtProperties(ObjConstants::INFO_STRING_PREFIX_PHYS_PRESET, gdtEntry);
context.m_gdt->WriteEntry(gdtEntry);
}
else
{
const auto assetFile = context.OpenAssetFile("physic/" + asset->m_name);
if (!assetFile)
return;
auto& stream = *assetFile;
const auto infoString = CreateInfoString(asset);
const auto stringValue = infoString.ToString(ObjConstants::INFO_STRING_PREFIX_PHYS_PRESET);
stream.write(stringValue.c_str(), stringValue.size());
}
}

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@@ -0,0 +1,112 @@
#include "PhysPresetInfoStringDumperIW4.h"
#include "Game/IW4/InfoString/InfoStringFromStructConverter.h"
#include "Game/IW4/ObjConstantsIW4.h"
#include "Game/IW4/PhysPreset/PhysPresetFields.h"
#include "PhysPreset/PhysPresetCommon.h"
#include <algorithm>
#include <cassert>
#include <cmath>
#include <type_traits>
using namespace IW4;
using namespace ::phys_preset;
namespace
{
class InfoStringFromPhysPresetConverter final : public InfoStringFromStructConverter
{
protected:
void FillFromExtensionField(const cspField_t& field) override
{
assert(false);
}
public:
InfoStringFromPhysPresetConverter(const PhysPresetInfo* structure,
const cspField_t* fields,
const size_t fieldCount,
std::function<std::string(scr_string_t)> scriptStringValueCallback)
: InfoStringFromStructConverter(structure, fields, fieldCount, std::move(scriptStringValueCallback))
{
}
};
void CopyToPhysPresetInfo(const PhysPreset* physPreset, PhysPresetInfo* physPresetInfo)
{
physPresetInfo->mass = std::clamp(physPreset->mass * 1000.0f, 1.0f, 2000.0f);
physPresetInfo->bounce = physPreset->bounce;
if (std::isinf(physPreset->friction))
{
physPresetInfo->isFrictionInfinity = 1;
physPresetInfo->friction = 0;
}
else
{
physPresetInfo->isFrictionInfinity = 0;
physPresetInfo->friction = physPreset->friction;
}
physPresetInfo->bulletForceScale = physPreset->bulletForceScale;
physPresetInfo->explosiveForceScale = physPreset->explosiveForceScale;
physPresetInfo->sndAliasPrefix = physPreset->sndAliasPrefix;
physPresetInfo->piecesSpreadFraction = physPreset->piecesSpreadFraction;
physPresetInfo->piecesUpwardVelocity = physPreset->piecesUpwardVelocity;
physPresetInfo->tempDefaultToCylinder = physPreset->tempDefaultToCylinder ? 1 : 0;
physPresetInfo->perSurfaceSndAlias = physPreset->perSurfaceSndAlias ? 1 : 0;
}
InfoString CreateInfoString(XAssetInfo<PhysPreset>* asset)
{
auto* physPresetInfo = new PhysPresetInfo;
CopyToPhysPresetInfo(asset->Asset(), physPresetInfo);
InfoStringFromPhysPresetConverter converter(physPresetInfo,
phys_preset_fields,
std::extent_v<decltype(phys_preset_fields)>,
[asset](const scr_string_t scrStr) -> std::string
{
assert(scrStr < asset->m_zone->m_script_strings.Count());
if (scrStr >= asset->m_zone->m_script_strings.Count())
return "";
return asset->m_zone->m_script_strings[scrStr];
});
return converter.Convert();
}
} // namespace
namespace IW4::phys_preset
{
bool InfoStringDumper::ShouldDump(XAssetInfo<PhysPreset>* asset)
{
return true;
}
void InfoStringDumper::DumpAsset(AssetDumpingContext& context, XAssetInfo<PhysPreset>* asset)
{
// Only dump raw when no gdt available
if (context.m_gdt)
{
const auto infoString = CreateInfoString(asset);
GdtEntry gdtEntry(asset->m_name, ObjConstants::GDF_FILENAME_PHYS_PRESET);
infoString.ToGdtProperties(ObjConstants::INFO_STRING_PREFIX_PHYS_PRESET, gdtEntry);
context.m_gdt->WriteEntry(gdtEntry);
}
else
{
const auto assetFile = context.OpenAssetFile(GetFileNameForAssetName(asset->m_name));
if (!assetFile)
return;
auto& stream = *assetFile;
const auto infoString = CreateInfoString(asset);
const auto stringValue = infoString.ToString(ObjConstants::INFO_STRING_PREFIX_PHYS_PRESET);
stream.write(stringValue.c_str(), stringValue.size());
}
}
} // namespace IW4::phys_preset

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@@ -4,13 +4,10 @@
#include "Game/IW4/IW4.h"
#include "InfoString/InfoString.h"
namespace IW4
namespace IW4::phys_preset
{
class AssetDumperPhysPreset final : public AbstractAssetDumper<PhysPreset>
class InfoStringDumper final : public AbstractAssetDumper<PhysPreset>
{
static void CopyToPhysPresetInfo(const PhysPreset* physPreset, PhysPresetInfo* physPresetInfo);
static InfoString CreateInfoString(XAssetInfo<PhysPreset>* asset);
protected:
bool ShouldDump(XAssetInfo<PhysPreset>* asset) override;
void DumpAsset(AssetDumpingContext& context, XAssetInfo<PhysPreset>* asset) override;

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@@ -6,7 +6,6 @@
#include "Image/ImageDumperT5.h"
#include "Localize/LocalizeDumperT5.h"
#include "ObjWriting.h"
#include "PhysPreset/AssetDumperPhysPreset.h"
#include "RawFile/AssetDumperRawFile.h"
#include "Sound/AssetDumperSndBank.h"
#include "StringTable/AssetDumperStringTable.h"

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@@ -10,7 +10,7 @@
#include "Maps/MapEntsDumperT6.h"
#include "ObjWriting.h"
#include "PhysConstraints/PhysConstraintsInfoStringDumperT6.h"
#include "PhysPreset/AssetDumperPhysPreset.h"
#include "PhysPreset/PhysPresetInfoStringDumperT6.h"
#include "Qdb/AssetDumperQdb.h"
#include "RawFile/AssetDumperRawFile.h"
#include "Script/AssetDumperScriptParseTree.h"
@@ -46,7 +46,7 @@ bool ObjWriter::DumpZone(AssetDumpingContext& context) const
const auto* assetPools = dynamic_cast<GameAssetPoolT6*>(context.m_zone.m_pools.get());
DUMP_ASSET_POOL(AssetDumperPhysPreset, m_phys_preset, ASSET_TYPE_PHYSPRESET)
DUMP_ASSET_POOL(phys_preset::InfoStringDumper, m_phys_preset, ASSET_TYPE_PHYSPRESET)
DUMP_ASSET_POOL(phys_constraints::InfoStringDumper, m_phys_constraints, ASSET_TYPE_PHYSCONSTRAINTS)
// DUMP_ASSET_POOL(AssetDumperDestructibleDef, m_destructible_def, ASSET_TYPE_DESTRUCTIBLEDEF)
// DUMP_ASSET_POOL(AssetDumperXAnimParts, m_xanim_parts, ASSET_TYPE_XANIMPARTS)

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@@ -1,109 +0,0 @@
#include "AssetDumperPhysPreset.h"
#include "Game/T6/InfoString/InfoStringFromStructConverter.h"
#include "Game/T6/ObjConstantsT6.h"
#include "Game/T6/PhysPreset/PhysPresetFields.h"
#include <algorithm>
#include <cassert>
#include <cmath>
#include <type_traits>
using namespace T6;
namespace T6
{
class InfoStringFromPhysPresetConverter final : public InfoStringFromStructConverter
{
protected:
void FillFromExtensionField(const cspField_t& field) override
{
assert(false);
}
public:
InfoStringFromPhysPresetConverter(const PhysPresetInfo* structure,
const cspField_t* fields,
const size_t fieldCount,
std::function<std::string(scr_string_t)> scriptStringValueCallback)
: InfoStringFromStructConverter(structure, fields, fieldCount, std::move(scriptStringValueCallback))
{
}
};
} // namespace T6
void AssetDumperPhysPreset::CopyToPhysPresetInfo(const PhysPreset* physPreset, PhysPresetInfo* physPresetInfo)
{
physPresetInfo->mass = std::clamp(physPreset->mass * 1000.0f, 1.0f, 2000.0f);
physPresetInfo->bounce = physPreset->bounce;
if (std::isinf(physPreset->friction))
{
physPresetInfo->isFrictionInfinity = 1;
physPresetInfo->friction = 0;
}
else
{
physPresetInfo->isFrictionInfinity = 0;
physPresetInfo->friction = physPreset->friction;
}
physPresetInfo->bulletForceScale = physPreset->bulletForceScale;
physPresetInfo->explosiveForceScale = physPreset->explosiveForceScale;
physPresetInfo->piecesSpreadFraction = physPreset->piecesSpreadFraction;
physPresetInfo->piecesUpwardVelocity = physPreset->piecesUpwardVelocity;
physPresetInfo->canFloat = physPreset->canFloat;
physPresetInfo->gravityScale = std::clamp(physPreset->gravityScale, 0.01f, 10.0f);
physPresetInfo->centerOfMassOffset = physPreset->centerOfMassOffset;
physPresetInfo->buoyancyBoxMin = physPreset->buoyancyBoxMin;
physPresetInfo->buoyancyBoxMax = physPreset->buoyancyBoxMax;
}
InfoString AssetDumperPhysPreset::CreateInfoString(XAssetInfo<PhysPreset>* asset)
{
auto* physPresetInfo = new PhysPresetInfo;
CopyToPhysPresetInfo(asset->Asset(), physPresetInfo);
InfoStringFromPhysPresetConverter converter(physPresetInfo,
phys_preset_fields,
std::extent_v<decltype(phys_preset_fields)>,
[asset](const scr_string_t scrStr) -> std::string
{
assert(scrStr < asset->m_zone->m_script_strings.Count());
if (scrStr >= asset->m_zone->m_script_strings.Count())
return "";
return asset->m_zone->m_script_strings[scrStr];
});
return converter.Convert();
}
bool AssetDumperPhysPreset::ShouldDump(XAssetInfo<PhysPreset>* asset)
{
return true;
}
void AssetDumperPhysPreset::DumpAsset(AssetDumpingContext& context, XAssetInfo<PhysPreset>* asset)
{
// Only dump raw when no gdt available
if (context.m_gdt)
{
const auto infoString = CreateInfoString(asset);
GdtEntry gdtEntry(asset->m_name, ObjConstants::GDF_FILENAME_PHYS_PRESET);
infoString.ToGdtProperties(ObjConstants::INFO_STRING_PREFIX_PHYS_PRESET, gdtEntry);
context.m_gdt->WriteEntry(gdtEntry);
}
else
{
const auto assetFile = context.OpenAssetFile("physic/" + asset->m_name);
if (!assetFile)
return;
auto& stream = *assetFile;
const auto infoString = CreateInfoString(asset);
const auto stringValue = infoString.ToString(ObjConstants::INFO_STRING_PREFIX_PHYS_PRESET);
stream.write(stringValue.c_str(), stringValue.size());
}
}

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@@ -0,0 +1,114 @@
#include "PhysPresetInfoStringDumperT6.h"
#include "Game/T6/InfoString/InfoStringFromStructConverter.h"
#include "Game/T6/ObjConstantsT6.h"
#include "Game/T6/PhysPreset/PhysPresetFields.h"
#include "PhysPreset/PhysPresetCommon.h"
#include <algorithm>
#include <cassert>
#include <cmath>
#include <type_traits>
using namespace T6;
using namespace ::phys_preset;
namespace
{
class InfoStringFromPhysPresetConverter final : public InfoStringFromStructConverter
{
protected:
void FillFromExtensionField(const cspField_t& field) override
{
assert(false);
}
public:
InfoStringFromPhysPresetConverter(const PhysPresetInfo* structure,
const cspField_t* fields,
const size_t fieldCount,
std::function<std::string(scr_string_t)> scriptStringValueCallback)
: InfoStringFromStructConverter(structure, fields, fieldCount, std::move(scriptStringValueCallback))
{
}
};
void CopyToPhysPresetInfo(const PhysPreset* physPreset, PhysPresetInfo* physPresetInfo)
{
physPresetInfo->mass = std::clamp(physPreset->mass * 1000.0f, 1.0f, 2000.0f);
physPresetInfo->bounce = physPreset->bounce;
if (std::isinf(physPreset->friction))
{
physPresetInfo->isFrictionInfinity = 1;
physPresetInfo->friction = 0;
}
else
{
physPresetInfo->isFrictionInfinity = 0;
physPresetInfo->friction = physPreset->friction;
}
physPresetInfo->bulletForceScale = physPreset->bulletForceScale;
physPresetInfo->explosiveForceScale = physPreset->explosiveForceScale;
physPresetInfo->piecesSpreadFraction = physPreset->piecesSpreadFraction;
physPresetInfo->piecesUpwardVelocity = physPreset->piecesUpwardVelocity;
physPresetInfo->canFloat = physPreset->canFloat;
physPresetInfo->gravityScale = std::clamp(physPreset->gravityScale, 0.01f, 10.0f);
physPresetInfo->centerOfMassOffset = physPreset->centerOfMassOffset;
physPresetInfo->buoyancyBoxMin = physPreset->buoyancyBoxMin;
physPresetInfo->buoyancyBoxMax = physPreset->buoyancyBoxMax;
}
InfoString CreateInfoString(XAssetInfo<PhysPreset>* asset)
{
auto* physPresetInfo = new PhysPresetInfo;
CopyToPhysPresetInfo(asset->Asset(), physPresetInfo);
InfoStringFromPhysPresetConverter converter(physPresetInfo,
phys_preset_fields,
std::extent_v<decltype(phys_preset_fields)>,
[asset](const scr_string_t scrStr) -> std::string
{
assert(scrStr < asset->m_zone->m_script_strings.Count());
if (scrStr >= asset->m_zone->m_script_strings.Count())
return "";
return asset->m_zone->m_script_strings[scrStr];
});
return converter.Convert();
}
} // namespace
namespace T6::phys_preset
{
bool InfoStringDumper::ShouldDump(XAssetInfo<PhysPreset>* asset)
{
return true;
}
void InfoStringDumper::DumpAsset(AssetDumpingContext& context, XAssetInfo<PhysPreset>* asset)
{
// Only dump raw when no gdt available
if (context.m_gdt)
{
const auto infoString = CreateInfoString(asset);
GdtEntry gdtEntry(asset->m_name, ObjConstants::GDF_FILENAME_PHYS_PRESET);
infoString.ToGdtProperties(ObjConstants::INFO_STRING_PREFIX_PHYS_PRESET, gdtEntry);
context.m_gdt->WriteEntry(gdtEntry);
}
else
{
const auto assetFile = context.OpenAssetFile(GetFileNameForAssetName(asset->m_name));
if (!assetFile)
return;
auto& stream = *assetFile;
const auto infoString = CreateInfoString(asset);
const auto stringValue = infoString.ToString(ObjConstants::INFO_STRING_PREFIX_PHYS_PRESET);
stream.write(stringValue.c_str(), stringValue.size());
}
}
} // namespace T6::phys_preset

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@@ -4,15 +4,12 @@
#include "Game/T6/T6.h"
#include "InfoString/InfoString.h"
namespace T6
namespace T6::phys_preset
{
class AssetDumperPhysPreset final : public AbstractAssetDumper<PhysPreset>
class InfoStringDumper final : public AbstractAssetDumper<PhysPreset>
{
static void CopyToPhysPresetInfo(const PhysPreset* physPreset, PhysPresetInfo* physPresetInfo);
static InfoString CreateInfoString(XAssetInfo<PhysPreset>* asset);
protected:
bool ShouldDump(XAssetInfo<PhysPreset>* asset) override;
void DumpAsset(AssetDumpingContext& context, XAssetInfo<PhysPreset>* asset) override;
};
} // namespace T6
} // namespace T6::phys_preset