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:
11
src/ObjCommon/PhysPreset/PhysPresetCommon.cpp
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11
src/ObjCommon/PhysPreset/PhysPresetCommon.cpp
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@@ -0,0 +1,11 @@
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#include "PhysPresetCommon.h"
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#include <format>
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namespace phys_preset
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{
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std::string GetFileNameForAssetName(const std::string& assetName)
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{
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return std::format("physic/{}", assetName);
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}
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} // namespace phys_preset
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8
src/ObjCommon/PhysPreset/PhysPresetCommon.h
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8
src/ObjCommon/PhysPreset/PhysPresetCommon.h
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@@ -0,0 +1,8 @@
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#pragma once
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#include <string>
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namespace phys_preset
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{
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std::string GetFileNameForAssetName(const std::string& assetName);
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}
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@@ -4,6 +4,7 @@
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#include "Game/IW4/ObjConstantsIW4.h"
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#include "InfoString/InfoString.h"
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#include "InfoStringLoaderPhysPresetIW4.h"
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#include "PhysPreset/PhysPresetCommon.h"
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#include <format>
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#include <iostream>
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@@ -19,7 +20,7 @@ RawLoaderPhysPreset::RawLoaderPhysPreset(MemoryManager& memory, ISearchPath& sea
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AssetCreationResult RawLoaderPhysPreset::CreateAsset(const std::string& assetName, AssetCreationContext& context)
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{
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const auto fileName = std::format("physic/{}", assetName);
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const auto fileName = phys_preset::GetFileNameForAssetName(assetName);
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const auto file = m_search_path.Open(fileName);
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if (!file.IsOpen())
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return AssetCreationResult::NoAction();
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@@ -4,6 +4,7 @@
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#include "Game/T6/T6.h"
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#include "InfoString/InfoString.h"
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#include "InfoStringLoaderPhysPresetT6.h"
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#include "PhysPreset/PhysPresetCommon.h"
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#include <cstring>
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#include <format>
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@@ -24,7 +25,7 @@ namespace
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AssetCreationResult CreateAsset(const std::string& assetName, AssetCreationContext& context) override
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{
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const auto fileName = std::format("physic/{}", assetName);
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const auto fileName = phys_preset::GetFileNameForAssetName(assetName);
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const auto file = m_search_path.Open(fileName);
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if (!file.IsOpen())
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return AssetCreationResult::NoAction();
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@@ -13,7 +13,7 @@
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#include "Menu/AssetDumperMenuList.h"
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#include "ObjWriting.h"
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#include "PhysCollmap/AssetDumperPhysCollmap.h"
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#include "PhysPreset/AssetDumperPhysPreset.h"
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#include "PhysPreset/PhysPresetInfoStringDumperIW4.h"
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#include "RawFile/AssetDumperRawFile.h"
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#include "Shader/AssetDumperPixelShader.h"
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#include "Shader/AssetDumperVertexShader.h"
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@@ -39,7 +39,7 @@ bool ObjWriter::DumpZone(AssetDumpingContext& context) const
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const auto* assetPools = dynamic_cast<GameAssetPoolIW4*>(context.m_zone.m_pools.get());
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DUMP_ASSET_POOL(AssetDumperPhysPreset, m_phys_preset, ASSET_TYPE_PHYSPRESET)
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DUMP_ASSET_POOL(phys_preset::InfoStringDumper, m_phys_preset, ASSET_TYPE_PHYSPRESET)
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DUMP_ASSET_POOL(AssetDumperPhysCollmap, m_phys_collmap, ASSET_TYPE_PHYSCOLLMAP)
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// DUMP_ASSET_POOL(AssetDumperXAnimParts, m_xanim_parts, ASSET_TYPE_XANIMPARTS)
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DUMP_ASSET_POOL(AssetDumperXModel, m_xmodel, ASSET_TYPE_XMODEL)
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@@ -1,107 +0,0 @@
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#include "AssetDumperPhysPreset.h"
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#include "Game/IW4/InfoString/InfoStringFromStructConverter.h"
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#include "Game/IW4/ObjConstantsIW4.h"
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#include "Game/IW4/PhysPreset/PhysPresetFields.h"
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#include <algorithm>
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#include <cassert>
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#include <cmath>
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#include <type_traits>
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using namespace IW4;
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namespace IW4
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{
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class InfoStringFromPhysPresetConverter final : public InfoStringFromStructConverter
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{
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protected:
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void FillFromExtensionField(const cspField_t& field) override
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{
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assert(false);
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}
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public:
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InfoStringFromPhysPresetConverter(const PhysPresetInfo* structure,
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const cspField_t* fields,
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const size_t fieldCount,
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std::function<std::string(scr_string_t)> scriptStringValueCallback)
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: InfoStringFromStructConverter(structure, fields, fieldCount, std::move(scriptStringValueCallback))
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{
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}
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};
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} // namespace IW4
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void AssetDumperPhysPreset::CopyToPhysPresetInfo(const PhysPreset* physPreset, PhysPresetInfo* physPresetInfo)
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{
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physPresetInfo->mass = std::clamp(physPreset->mass * 1000.0f, 1.0f, 2000.0f);
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physPresetInfo->bounce = physPreset->bounce;
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if (std::isinf(physPreset->friction))
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{
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physPresetInfo->isFrictionInfinity = 1;
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physPresetInfo->friction = 0;
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}
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else
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{
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physPresetInfo->isFrictionInfinity = 0;
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physPresetInfo->friction = physPreset->friction;
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}
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physPresetInfo->bulletForceScale = physPreset->bulletForceScale;
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physPresetInfo->explosiveForceScale = physPreset->explosiveForceScale;
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physPresetInfo->sndAliasPrefix = physPreset->sndAliasPrefix;
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physPresetInfo->piecesSpreadFraction = physPreset->piecesSpreadFraction;
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physPresetInfo->piecesUpwardVelocity = physPreset->piecesUpwardVelocity;
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physPresetInfo->tempDefaultToCylinder = physPreset->tempDefaultToCylinder ? 1 : 0;
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physPresetInfo->perSurfaceSndAlias = physPreset->perSurfaceSndAlias ? 1 : 0;
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}
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InfoString AssetDumperPhysPreset::CreateInfoString(XAssetInfo<PhysPreset>* asset)
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{
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auto* physPresetInfo = new PhysPresetInfo;
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CopyToPhysPresetInfo(asset->Asset(), physPresetInfo);
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InfoStringFromPhysPresetConverter converter(physPresetInfo,
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phys_preset_fields,
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std::extent_v<decltype(phys_preset_fields)>,
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[asset](const scr_string_t scrStr) -> std::string
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{
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assert(scrStr < asset->m_zone->m_script_strings.Count());
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if (scrStr >= asset->m_zone->m_script_strings.Count())
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return "";
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return asset->m_zone->m_script_strings[scrStr];
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});
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return converter.Convert();
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}
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bool AssetDumperPhysPreset::ShouldDump(XAssetInfo<PhysPreset>* asset)
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{
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return true;
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}
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void AssetDumperPhysPreset::DumpAsset(AssetDumpingContext& context, XAssetInfo<PhysPreset>* asset)
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{
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// Only dump raw when no gdt available
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if (context.m_gdt)
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{
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const auto infoString = CreateInfoString(asset);
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GdtEntry gdtEntry(asset->m_name, ObjConstants::GDF_FILENAME_PHYS_PRESET);
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infoString.ToGdtProperties(ObjConstants::INFO_STRING_PREFIX_PHYS_PRESET, gdtEntry);
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context.m_gdt->WriteEntry(gdtEntry);
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}
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else
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{
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const auto assetFile = context.OpenAssetFile("physic/" + asset->m_name);
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if (!assetFile)
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return;
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auto& stream = *assetFile;
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const auto infoString = CreateInfoString(asset);
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const auto stringValue = infoString.ToString(ObjConstants::INFO_STRING_PREFIX_PHYS_PRESET);
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stream.write(stringValue.c_str(), stringValue.size());
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}
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}
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@@ -0,0 +1,112 @@
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#include "PhysPresetInfoStringDumperIW4.h"
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#include "Game/IW4/InfoString/InfoStringFromStructConverter.h"
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#include "Game/IW4/ObjConstantsIW4.h"
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#include "Game/IW4/PhysPreset/PhysPresetFields.h"
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#include "PhysPreset/PhysPresetCommon.h"
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#include <algorithm>
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#include <cassert>
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#include <cmath>
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#include <type_traits>
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using namespace IW4;
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using namespace ::phys_preset;
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namespace
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{
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class InfoStringFromPhysPresetConverter final : public InfoStringFromStructConverter
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{
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protected:
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void FillFromExtensionField(const cspField_t& field) override
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{
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assert(false);
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}
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public:
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InfoStringFromPhysPresetConverter(const PhysPresetInfo* structure,
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const cspField_t* fields,
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const size_t fieldCount,
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std::function<std::string(scr_string_t)> scriptStringValueCallback)
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: InfoStringFromStructConverter(structure, fields, fieldCount, std::move(scriptStringValueCallback))
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{
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}
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};
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void CopyToPhysPresetInfo(const PhysPreset* physPreset, PhysPresetInfo* physPresetInfo)
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{
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physPresetInfo->mass = std::clamp(physPreset->mass * 1000.0f, 1.0f, 2000.0f);
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physPresetInfo->bounce = physPreset->bounce;
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if (std::isinf(physPreset->friction))
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{
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physPresetInfo->isFrictionInfinity = 1;
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physPresetInfo->friction = 0;
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}
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else
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{
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physPresetInfo->isFrictionInfinity = 0;
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physPresetInfo->friction = physPreset->friction;
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}
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physPresetInfo->bulletForceScale = physPreset->bulletForceScale;
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physPresetInfo->explosiveForceScale = physPreset->explosiveForceScale;
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physPresetInfo->sndAliasPrefix = physPreset->sndAliasPrefix;
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physPresetInfo->piecesSpreadFraction = physPreset->piecesSpreadFraction;
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physPresetInfo->piecesUpwardVelocity = physPreset->piecesUpwardVelocity;
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physPresetInfo->tempDefaultToCylinder = physPreset->tempDefaultToCylinder ? 1 : 0;
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physPresetInfo->perSurfaceSndAlias = physPreset->perSurfaceSndAlias ? 1 : 0;
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}
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InfoString CreateInfoString(XAssetInfo<PhysPreset>* asset)
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{
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auto* physPresetInfo = new PhysPresetInfo;
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CopyToPhysPresetInfo(asset->Asset(), physPresetInfo);
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InfoStringFromPhysPresetConverter converter(physPresetInfo,
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phys_preset_fields,
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std::extent_v<decltype(phys_preset_fields)>,
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[asset](const scr_string_t scrStr) -> std::string
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{
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assert(scrStr < asset->m_zone->m_script_strings.Count());
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if (scrStr >= asset->m_zone->m_script_strings.Count())
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return "";
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return asset->m_zone->m_script_strings[scrStr];
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});
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return converter.Convert();
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}
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} // namespace
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namespace IW4::phys_preset
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{
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bool InfoStringDumper::ShouldDump(XAssetInfo<PhysPreset>* asset)
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{
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return true;
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}
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void InfoStringDumper::DumpAsset(AssetDumpingContext& context, XAssetInfo<PhysPreset>* asset)
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{
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// Only dump raw when no gdt available
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if (context.m_gdt)
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{
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const auto infoString = CreateInfoString(asset);
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GdtEntry gdtEntry(asset->m_name, ObjConstants::GDF_FILENAME_PHYS_PRESET);
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infoString.ToGdtProperties(ObjConstants::INFO_STRING_PREFIX_PHYS_PRESET, gdtEntry);
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context.m_gdt->WriteEntry(gdtEntry);
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}
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else
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{
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const auto assetFile = context.OpenAssetFile(GetFileNameForAssetName(asset->m_name));
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if (!assetFile)
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return;
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auto& stream = *assetFile;
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const auto infoString = CreateInfoString(asset);
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const auto stringValue = infoString.ToString(ObjConstants::INFO_STRING_PREFIX_PHYS_PRESET);
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stream.write(stringValue.c_str(), stringValue.size());
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}
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}
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} // namespace IW4::phys_preset
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@@ -4,13 +4,10 @@
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#include "Game/IW4/IW4.h"
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#include "InfoString/InfoString.h"
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namespace IW4
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namespace IW4::phys_preset
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{
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class AssetDumperPhysPreset final : public AbstractAssetDumper<PhysPreset>
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class InfoStringDumper final : public AbstractAssetDumper<PhysPreset>
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{
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static void CopyToPhysPresetInfo(const PhysPreset* physPreset, PhysPresetInfo* physPresetInfo);
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static InfoString CreateInfoString(XAssetInfo<PhysPreset>* asset);
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protected:
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bool ShouldDump(XAssetInfo<PhysPreset>* asset) override;
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void DumpAsset(AssetDumpingContext& context, XAssetInfo<PhysPreset>* asset) override;
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@@ -6,7 +6,6 @@
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#include "Image/ImageDumperT5.h"
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#include "Localize/LocalizeDumperT5.h"
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#include "ObjWriting.h"
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#include "PhysPreset/AssetDumperPhysPreset.h"
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#include "RawFile/AssetDumperRawFile.h"
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#include "Sound/AssetDumperSndBank.h"
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#include "StringTable/AssetDumperStringTable.h"
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@@ -10,7 +10,7 @@
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#include "Maps/MapEntsDumperT6.h"
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#include "ObjWriting.h"
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#include "PhysConstraints/PhysConstraintsInfoStringDumperT6.h"
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#include "PhysPreset/AssetDumperPhysPreset.h"
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#include "PhysPreset/PhysPresetInfoStringDumperT6.h"
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#include "Qdb/AssetDumperQdb.h"
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#include "RawFile/AssetDumperRawFile.h"
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#include "Script/AssetDumperScriptParseTree.h"
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@@ -46,7 +46,7 @@ bool ObjWriter::DumpZone(AssetDumpingContext& context) const
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const auto* assetPools = dynamic_cast<GameAssetPoolT6*>(context.m_zone.m_pools.get());
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DUMP_ASSET_POOL(AssetDumperPhysPreset, m_phys_preset, ASSET_TYPE_PHYSPRESET)
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DUMP_ASSET_POOL(phys_preset::InfoStringDumper, m_phys_preset, ASSET_TYPE_PHYSPRESET)
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DUMP_ASSET_POOL(phys_constraints::InfoStringDumper, m_phys_constraints, ASSET_TYPE_PHYSCONSTRAINTS)
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// DUMP_ASSET_POOL(AssetDumperDestructibleDef, m_destructible_def, ASSET_TYPE_DESTRUCTIBLEDEF)
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// DUMP_ASSET_POOL(AssetDumperXAnimParts, m_xanim_parts, ASSET_TYPE_XANIMPARTS)
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|
@@ -1,109 +0,0 @@
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#include "AssetDumperPhysPreset.h"
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#include "Game/T6/InfoString/InfoStringFromStructConverter.h"
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#include "Game/T6/ObjConstantsT6.h"
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#include "Game/T6/PhysPreset/PhysPresetFields.h"
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#include <algorithm>
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#include <cassert>
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#include <cmath>
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#include <type_traits>
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using namespace T6;
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namespace T6
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{
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class InfoStringFromPhysPresetConverter final : public InfoStringFromStructConverter
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{
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protected:
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void FillFromExtensionField(const cspField_t& field) override
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{
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assert(false);
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}
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public:
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InfoStringFromPhysPresetConverter(const PhysPresetInfo* structure,
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const cspField_t* fields,
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const size_t fieldCount,
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std::function<std::string(scr_string_t)> scriptStringValueCallback)
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: InfoStringFromStructConverter(structure, fields, fieldCount, std::move(scriptStringValueCallback))
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{
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}
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};
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} // namespace T6
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void AssetDumperPhysPreset::CopyToPhysPresetInfo(const PhysPreset* physPreset, PhysPresetInfo* physPresetInfo)
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{
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physPresetInfo->mass = std::clamp(physPreset->mass * 1000.0f, 1.0f, 2000.0f);
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physPresetInfo->bounce = physPreset->bounce;
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if (std::isinf(physPreset->friction))
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{
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physPresetInfo->isFrictionInfinity = 1;
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physPresetInfo->friction = 0;
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}
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else
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{
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physPresetInfo->isFrictionInfinity = 0;
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physPresetInfo->friction = physPreset->friction;
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}
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physPresetInfo->bulletForceScale = physPreset->bulletForceScale;
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physPresetInfo->explosiveForceScale = physPreset->explosiveForceScale;
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physPresetInfo->piecesSpreadFraction = physPreset->piecesSpreadFraction;
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physPresetInfo->piecesUpwardVelocity = physPreset->piecesUpwardVelocity;
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physPresetInfo->canFloat = physPreset->canFloat;
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physPresetInfo->gravityScale = std::clamp(physPreset->gravityScale, 0.01f, 10.0f);
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physPresetInfo->centerOfMassOffset = physPreset->centerOfMassOffset;
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physPresetInfo->buoyancyBoxMin = physPreset->buoyancyBoxMin;
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physPresetInfo->buoyancyBoxMax = physPreset->buoyancyBoxMax;
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}
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InfoString AssetDumperPhysPreset::CreateInfoString(XAssetInfo<PhysPreset>* asset)
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{
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auto* physPresetInfo = new PhysPresetInfo;
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CopyToPhysPresetInfo(asset->Asset(), physPresetInfo);
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InfoStringFromPhysPresetConverter converter(physPresetInfo,
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phys_preset_fields,
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std::extent_v<decltype(phys_preset_fields)>,
|
||||
[asset](const scr_string_t scrStr) -> std::string
|
||||
{
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||||
assert(scrStr < asset->m_zone->m_script_strings.Count());
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||||
if (scrStr >= asset->m_zone->m_script_strings.Count())
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return "";
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||||
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||||
return asset->m_zone->m_script_strings[scrStr];
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||||
});
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||||
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return converter.Convert();
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}
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||||
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||||
bool AssetDumperPhysPreset::ShouldDump(XAssetInfo<PhysPreset>* asset)
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||||
{
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||||
return true;
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||||
}
|
||||
|
||||
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());
|
||||
}
|
||||
}
|
@@ -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
|
@@ -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
|
Reference in New Issue
Block a user