mirror of
https://github.com/Laupetin/OpenAssetTools.git
synced 2026-06-06 16:52:35 +00:00
BSP creator now loads seperate graphics and collision data.
This commit is contained in:
@@ -81,8 +81,10 @@ namespace
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class BSPLoader
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{
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private:
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const Input& m_input;
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BSPData* m_bsp;
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BSPWorld* m_curr_bsp_world;
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bool m_is_world_gfx;
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std::vector<std::unique_ptr<Accessor>> m_accessors;
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std::vector<std::unique_ptr<BufferView>> m_buffer_views;
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std::vector<std::unique_ptr<Buffer>> m_buffers;
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@@ -250,8 +252,8 @@ namespace
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surface.vertexCount = static_cast<uint16_t>(vertexCount);
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surface.triCount = static_cast<uint16_t>(faceCount);
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surface.indexOfFirstIndex = static_cast<int>(m_bsp->gfxWorld.indices.size());
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surface.indexOfFirstVertex = static_cast<int>(m_bsp->gfxWorld.vertices.size());
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surface.indexOfFirstIndex = static_cast<int>(m_curr_bsp_world->indices.size());
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surface.indexOfFirstVertex = static_cast<int>(m_curr_bsp_world->vertices.size());
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for (auto faceIndex = 0u; faceIndex < faceCount; faceIndex++)
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{
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@@ -265,13 +267,13 @@ namespace
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throw GltfLoadException("Index number exceeded the UINT16_MAX");
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RhcToLhcIndices(indices);
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m_bsp->gfxWorld.indices.emplace_back(static_cast<uint16_t>(indices[0]));
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m_bsp->gfxWorld.indices.emplace_back(static_cast<uint16_t>(indices[1]));
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m_bsp->gfxWorld.indices.emplace_back(static_cast<uint16_t>(indices[2]));
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m_curr_bsp_world->indices.emplace_back(static_cast<uint16_t>(indices[0]));
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m_curr_bsp_world->indices.emplace_back(static_cast<uint16_t>(indices[1]));
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m_curr_bsp_world->indices.emplace_back(static_cast<uint16_t>(indices[2]));
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}
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const auto vertexOffset = static_cast<unsigned>(m_bsp->gfxWorld.vertices.size());
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m_bsp->gfxWorld.vertices.reserve(vertexOffset + vertexCount);
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const auto vertexOffset = static_cast<unsigned>(m_curr_bsp_world->vertices.size());
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m_curr_bsp_world->vertices.reserve(vertexOffset + vertexCount);
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for (auto vertexIndex = 0u; vertexIndex < vertexCount; vertexIndex++)
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{
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BSPVertex vertex;
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@@ -296,22 +298,22 @@ namespace
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RhcToLhcCoordinates(vertex.pos.v);
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RhcToLhcCoordinates(vertex.normal.v);
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m_bsp->gfxWorld.vertices.emplace_back(vertex);
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m_curr_bsp_world->vertices.emplace_back(vertex);
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}
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// generate tangent and binormal vectors
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tangent_space::VertexData vertexData{
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&m_bsp->gfxWorld.vertices[surface.indexOfFirstVertex].pos,
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&m_curr_bsp_world->vertices[surface.indexOfFirstVertex].pos,
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sizeof(BSPVertex),
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&m_bsp->gfxWorld.vertices[surface.indexOfFirstVertex].normal,
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&m_curr_bsp_world->vertices[surface.indexOfFirstVertex].normal,
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sizeof(BSPVertex),
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&m_bsp->gfxWorld.vertices[surface.indexOfFirstVertex].texCoord,
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&m_curr_bsp_world->vertices[surface.indexOfFirstVertex].texCoord,
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sizeof(BSPVertex),
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&m_bsp->gfxWorld.vertices[surface.indexOfFirstVertex].tangent,
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&m_curr_bsp_world->vertices[surface.indexOfFirstVertex].tangent,
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sizeof(BSPVertex),
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&m_bsp->gfxWorld.vertices[surface.indexOfFirstVertex].binormal,
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&m_curr_bsp_world->vertices[surface.indexOfFirstVertex].binormal,
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sizeof(BSPVertex),
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&m_bsp->gfxWorld.indices[surface.indexOfFirstIndex],
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&m_curr_bsp_world->indices[surface.indexOfFirstIndex],
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};
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tangent_space::CalculateTangentSpace(vertexData, faceCount, vertexCount);
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@@ -322,7 +324,7 @@ namespace
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{
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Eigen::Matrix4f nodeMatrix = createNodeMatrix(node);
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if (node.extensions && node.extensions->KHR_lights_punctual)
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if (m_is_world_gfx && node.extensions && node.extensions->KHR_lights_punctual)
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{
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int lightIndex = node.extensions->KHR_lights_punctual->light;
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@@ -375,11 +377,11 @@ namespace
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if (primitive.material)
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surface.materialIndex = *primitive.material;
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else
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surface.materialIndex = m_bsp->gfxWorld.materials.size() - 1; // last material is used for colour only meshes
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vec4_t vertexColour = m_bsp->gfxWorld.materials.at(surface.materialIndex).materialColour;
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surface.materialIndex = m_curr_bsp_world->materials.size() - 1; // last material is used for colour only meshes
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vec4_t vertexColour = m_curr_bsp_world->materials.at(surface.materialIndex).materialColour;
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CreateVertices(accessorsForVertex, node, nodeMatrix, surface, vertexColour);
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m_bsp->gfxWorld.surfaces.emplace_back(surface);
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m_curr_bsp_world->surfaces.emplace_back(surface);
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return true;
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}
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}
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@@ -427,7 +429,7 @@ namespace
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{
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if (jRoot.materials)
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{
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m_bsp->gfxWorld.materials.reserve((*jRoot.materials).size());
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m_curr_bsp_world->materials.reserve((*jRoot.materials).size());
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for (auto& jsMaterial : *jRoot.materials)
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{
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BSPMaterial material;
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@@ -469,7 +471,7 @@ namespace
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material.materialColour.w = 1.0f;
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}
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m_bsp->gfxWorld.materials.emplace_back(material);
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m_curr_bsp_world->materials.emplace_back(material);
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}
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}
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@@ -481,7 +483,7 @@ namespace
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colorMaterial.materialColour.y = 1.0f;
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colorMaterial.materialColour.z = 1.0f;
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colorMaterial.materialColour.w = 1.0f;
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m_bsp->gfxWorld.materials.emplace_back(colorMaterial);
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m_curr_bsp_world->materials.emplace_back(colorMaterial);
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}
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void LoadLights(const JsonRoot& jRoot)
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@@ -586,7 +588,7 @@ namespace
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}
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}
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void CreateBuffers(const JsonRoot& jRoot)
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void CreateBuffers(const JsonRoot& jRoot, Input& gltfInput)
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{
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if (!jRoot.buffers)
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return;
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@@ -598,7 +600,7 @@ namespace
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{
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const void* embeddedBufferPtr = nullptr;
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size_t embeddedBufferSize = 0u;
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if (!m_input.GetEmbeddedBuffer(embeddedBufferPtr, embeddedBufferSize) || embeddedBufferSize == 0u)
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if (!gltfInput.GetEmbeddedBuffer(embeddedBufferPtr, embeddedBufferSize) || embeddedBufferSize == 0u)
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throw GltfLoadException("Buffer tried to access embedded data when there is none");
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m_buffers.emplace_back(std::make_unique<EmbeddedBuffer>(embeddedBufferPtr, embeddedBufferSize));
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@@ -674,12 +676,12 @@ namespace
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}
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public:
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bool addGLTFDataToBSP(bool isGfxWorld)
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bool addGLTFDataToBSP(Input& gltfInput, bool isGfxWorld)
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{
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JsonRoot jRoot;
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try
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{
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jRoot = m_input.GetJson().get<JsonRoot>();
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jRoot = gltfInput.GetJson().get<JsonRoot>();
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}
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catch (const nlohmann::json::exception& e)
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{
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@@ -689,11 +691,22 @@ namespace
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try
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{
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CreateBuffers(jRoot);
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m_is_world_gfx = isGfxWorld;
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if (isGfxWorld)
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m_curr_bsp_world = &m_bsp->gfxWorld;
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else
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m_curr_bsp_world = &m_bsp->colWorld;
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m_accessors.clear();
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m_buffer_views.clear();
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m_buffers.clear();
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CreateBuffers(jRoot, gltfInput);
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CreateBufferViews(jRoot);
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CreateAccessors(jRoot);
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LoadLights(jRoot);
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if (isGfxWorld) // lights aren't needed in collision data
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LoadLights(jRoot);
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LoadMaterials(jRoot);
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TraverseNodes(jRoot); // requires materials and lights
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}
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@@ -706,9 +719,12 @@ namespace
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return true;
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}
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BSPLoader(const Input& input, BSPData* bsp)
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: m_input(input),
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m_bsp(bsp) {};
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BSPLoader(BSPData* bsp)
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: m_bsp(bsp)
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{
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m_curr_bsp_world = nullptr;
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m_is_world_gfx = false;
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};
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};
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} // namespace
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@@ -716,7 +732,10 @@ namespace BSP
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{
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std::unique_ptr<BSPData> createBSPData(std::string& mapName, ISearchPath& searchPath)
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{
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bool seperateColFile = true;
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bool isGfxFileGltf = true;
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bool isColFileGltf = true;
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std::string gfxFilePath = BSPUtil::getFileNameForBSPAsset("map_gfx.gltf");
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auto gfxFile = searchPath.Open(gfxFilePath);
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if (!gfxFile.IsOpen())
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@@ -731,19 +750,31 @@ namespace BSP
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}
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}
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std::unique_ptr<BSPData> bsp = std::make_unique<BSPData>();
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std::string colFilePath = BSPUtil::getFileNameForBSPAsset("map_col.gltf");
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auto colFile = searchPath.Open(colFilePath);
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if (!colFile.IsOpen())
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{
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isColFileGltf = false;
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colFilePath = BSPUtil::getFileNameForBSPAsset("map_col.glb");
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colFile = searchPath.Open(colFilePath);
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if (!colFile.IsOpen())
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{
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con::info("BSP Creator: generating colision data from GLTF graphics data.");
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seperateColFile = false;
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}
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}
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std::unique_ptr<BSPData> bsp = std::make_unique<BSPData>();
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bsp->name = mapName;
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bsp->bspName = "maps/mp/" + mapName + ".d3dbsp";
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BSPLoader loader(bsp.get());
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if (isGfxFileGltf)
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{
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gltf::TextInput input;
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if (!input.ReadGltfData(*gfxFile.m_stream))
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return nullptr;
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BSPLoader loader(input, bsp.get());
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if (!loader.addGLTFDataToBSP(true))
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if (!loader.addGLTFDataToBSP(input, true))
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return nullptr;
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}
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else
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@@ -751,291 +782,32 @@ namespace BSP
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gltf::BinInput input;
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if (!input.ReadGltfData(*gfxFile.m_stream))
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return nullptr;
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BSPLoader loader(input, bsp.get());
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if (!loader.addGLTFDataToBSP(true))
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if (!loader.addGLTFDataToBSP(input, true))
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return nullptr;
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}
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bsp->colWorld = bsp->gfxWorld;
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if (seperateColFile)
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{
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if (isColFileGltf)
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{
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gltf::TextInput input;
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if (!input.ReadGltfData(*colFile.m_stream))
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return nullptr;
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if (!loader.addGLTFDataToBSP(input, false))
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return nullptr;
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}
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else
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{
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gltf::BinInput input;
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if (!input.ReadGltfData(*colFile.m_stream))
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return nullptr;
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if (!loader.addGLTFDataToBSP(input, false))
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return nullptr;
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}
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}
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else
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bsp->colWorld = bsp->gfxWorld;
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return bsp;
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}
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} // namespace BSP
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/*
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std::unique_ptr<BSPData> createBSPData(std::string& mapName, ISearchPath& searchPath)
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{
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std::string gfxFbxFileName = "map_gfx.fbx";
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std::string gfxFbxPath = BSPUtil::getFileNameForBSPAsset(gfxFbxFileName);
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auto gfxFile = searchPath.Open(gfxFbxPath);
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if (!gfxFile.IsOpen())
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{
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con::error("Failed to open map gfx fbx file: {}", gfxFbxPath);
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return nullptr;
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}
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std::unique_ptr<char> gfxMapData(new char[static_cast<size_t>(gfxFile.m_length)]);
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gfxFile.m_stream->read(gfxMapData.get(), gfxFile.m_length);
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if (gfxFile.m_stream->gcount() != gfxFile.m_length)
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{
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con::error("Read error of gfx fbx file: {}", gfxFbxPath);
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return nullptr;
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}
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ufbx_error errorGfx;
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ufbx_load_opts optsGfx{};
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optsGfx.target_axes = ufbx_axes_right_handed_y_up;
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optsGfx.generate_missing_normals = true;
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optsGfx.allow_missing_vertex_position = false;
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ufbx_scene* gfxScene = ufbx_load_memory(gfxMapData.get(), static_cast<size_t>(gfxFile.m_length), &optsGfx, &errorGfx);
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if (!gfxScene)
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{
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con::error("Failed to load map gfx fbx file: {}", errorGfx.description.data);
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return nullptr;
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}
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ufbx_scene* colScene;
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std::string colFbxFileName = "map_col.fbx";
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std::string colFbxPath = BSPUtil::getFileNameForBSPAsset(colFbxFileName);
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auto colFile = searchPath.Open(colFbxPath);
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if (!colFile.IsOpen())
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{
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con::warn("Failed to open map collison fbx file: {}. map gfx will be used for collision instead.", colFbxPath);
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colScene = gfxScene;
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}
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else
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{
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std::unique_ptr<char> colMapData(new char[static_cast<size_t>(colFile.m_length)]);
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colFile.m_stream->seekg(0);
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colFile.m_stream->read(colMapData.get(), colFile.m_length);
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if (colFile.m_stream->gcount() != colFile.m_length)
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{
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con::error("Read error of collision fbx file: {}", colFbxPath);
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return nullptr;
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}
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ufbx_error errorCol;
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ufbx_load_opts optsCol{};
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optsCol.target_axes = ufbx_axes_right_handed_y_up;
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optsCol.generate_missing_normals = true;
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optsCol.allow_missing_vertex_position = false;
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colScene = ufbx_load_memory(colMapData.get(), static_cast<size_t>(colFile.m_length), &optsCol, &errorCol);
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if (!colScene)
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{
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con::error("Failed to load map collision fbx file: {}", errorCol.description.data);
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return nullptr;
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}
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}
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std::unique_ptr<BSPData> bsp = std::make_unique<BSPData>();
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bsp->name = mapName;
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bsp->bspName = "maps/mp/" + mapName + ".d3dbsp";
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loadWorldData(gfxScene, bsp.get(), true);
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loadWorldData(colScene, bsp.get(), false);
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ufbx_free_scene(gfxScene);
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if (gfxScene != colScene)
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ufbx_free_scene(colScene);
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return bsp;
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}
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using namespace BSP;
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void addFBXMeshToWorld(
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ufbx_node* node, std::vector<BSPSurface>& surfaceVec, std::vector<BSPVertex>& vertexVec, std::vector<uint16_t>& indexVec, bool& hasTangentSpace)
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{
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ufbx_mesh* mesh = node->mesh;
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assert(node->attrib_type == UFBX_ELEMENT_MESH);
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if (mesh->instances.count != 1)
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con::warn("mesh {} has {} instances, only the 1st instace will be used.", node->name.data, mesh->instances.count);
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if (mesh->num_triangles == 0)
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{
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con::warn("ignoring mesh {}: triangle count is 0.", node->name.data);
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return;
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}
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if (mesh->num_indices % 3 != 0)
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{
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con::warn("ignoring mesh {}: it is not triangulated.", node->name.data);
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return;
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}
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for (size_t k = 0; k < mesh->num_indices; k++)
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{
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if (mesh->vertex_indices[k] > UINT16_MAX)
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{
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con::warn("ignoring mesh {}, it has more than {} indices.", node->name.data, UINT16_MAX);
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return;
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}
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}
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if (mesh->vertex_tangent.exists == false)
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hasTangentSpace = false;
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// Fix the target_unit_meters ufbx opt not working
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// UFBX stores the transform data in units that are 100x larger than what blender uses, so this converts them back
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ufbx_transform origTransform = node->local_transform;
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origTransform.translation.x /= 100.0f;
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origTransform.translation.y /= 100.0f;
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origTransform.translation.z /= 100.0f;
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origTransform.scale.x /= 100.0f;
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origTransform.scale.y /= 100.0f;
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origTransform.scale.z /= 100.0f;
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ufbx_matrix meshMatrix = ufbx_transform_to_matrix(&origTransform);
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for (ufbx_mesh_part& meshPart : mesh->material_parts)
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{
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if (meshPart.num_faces == 0)
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continue;
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BSPSurface surface;
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size_t partTriangleNum = meshPart.num_triangles;
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surface.triCount = static_cast<int>(partTriangleNum);
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surface.indexOfFirstVertex = static_cast<int>(vertexVec.size());
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surface.indexOfFirstIndex = static_cast<int>(indexVec.size());
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if (mesh->materials.count == 0)
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{
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surface.material.materialType = MATERIAL_TYPE_EMPTY;
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surface.material.materialName = "";
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}
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else
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{
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surface.material.materialType = MATERIAL_TYPE_TEXTURE;
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surface.material.materialName = mesh->materials.data[meshPart.index]->name.data;
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}
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|
||||
std::vector<BSPVertex> tempVertices;
|
||||
std::vector<uint32_t> tempIndices;
|
||||
tempIndices.resize(mesh->max_face_triangles * 3);
|
||||
for (uint32_t faceIndex : meshPart.face_indices)
|
||||
{
|
||||
ufbx_face* face = &mesh->faces.data[faceIndex];
|
||||
|
||||
// Triangulate the face into the indices vector
|
||||
uint32_t triangluatedTriCount = ufbx_triangulate_face(tempIndices.data(), tempIndices.size(), mesh, *face);
|
||||
|
||||
for (uint32_t idxOfIndex = 0; idxOfIndex < triangluatedTriCount * 3; idxOfIndex++)
|
||||
{
|
||||
BSPVertex vertex;
|
||||
uint32_t index = tempIndices[idxOfIndex];
|
||||
|
||||
ufbx_vec3 transformedPos = ufbx_transform_position(&meshMatrix, ufbx_get_vertex_vec3(&mesh->vertex_position, index));
|
||||
vec3_t blenderCoords;
|
||||
blenderCoords.x = static_cast<float>(transformedPos.x);
|
||||
blenderCoords.y = static_cast<float>(transformedPos.y);
|
||||
blenderCoords.z = static_cast<float>(transformedPos.z);
|
||||
vertex.pos = BSPUtil::convertToBO2Coords(blenderCoords);
|
||||
|
||||
if (surface.material.materialType == MATERIAL_TYPE_TEXTURE || surface.material.materialType == MATERIAL_TYPE_EMPTY)
|
||||
{
|
||||
vertex.color.x = 1.0f;
|
||||
vertex.color.y = 1.0f;
|
||||
vertex.color.z = 1.0f;
|
||||
vertex.color.w = 1.0f;
|
||||
}
|
||||
else // surface->material.materialType == MATERIAL_TYPE_COLOUR
|
||||
{
|
||||
float factor = static_cast<float>(mesh->materials.data[meshPart.index]->fbx.diffuse_factor.value_real);
|
||||
ufbx_vec4 diffuse = mesh->materials.data[meshPart.index]->fbx.diffuse_color.value_vec4;
|
||||
vertex.color.x = static_cast<float>(diffuse.x * factor);
|
||||
vertex.color.y = static_cast<float>(diffuse.y * factor);
|
||||
vertex.color.z = static_cast<float>(diffuse.z * factor);
|
||||
vertex.color.w = static_cast<float>(diffuse.w * factor);
|
||||
}
|
||||
|
||||
// 1.0f - uv.y reason: https://gamedev.stackexchange.com/questions/92886/fbx-uv-coordinates-is-strange
|
||||
ufbx_vec2 uv = ufbx_get_vertex_vec2(&mesh->vertex_uv, index);
|
||||
vertex.texCoord.x = static_cast<float>(uv.x);
|
||||
vertex.texCoord.y = static_cast<float>(1.0f - uv.y);
|
||||
|
||||
ufbx_vec3 normal = ufbx_get_vertex_vec3(&mesh->vertex_normal, index);
|
||||
vertex.normal.x = static_cast<float>(normal.x);
|
||||
vertex.normal.y = static_cast<float>(normal.y);
|
||||
vertex.normal.z = static_cast<float>(normal.z);
|
||||
|
||||
if (mesh->vertex_tangent.exists)
|
||||
{
|
||||
ufbx_vec3 tangent = ufbx_get_vertex_vec3(&mesh->vertex_tangent, index);
|
||||
vertex.tangent.x = static_cast<float>(tangent.x);
|
||||
vertex.tangent.y = static_cast<float>(tangent.y);
|
||||
vertex.tangent.z = static_cast<float>(tangent.z);
|
||||
}
|
||||
else
|
||||
{
|
||||
vertex.tangent.x = 0.0f;
|
||||
vertex.tangent.y = 0.0f;
|
||||
vertex.tangent.z = 0.0f;
|
||||
}
|
||||
|
||||
tempVertices.emplace_back(vertex);
|
||||
}
|
||||
}
|
||||
|
||||
// Generate the index buffer.
|
||||
// ufbx_generate_indices will deduplicate vertices, modifying the arrays passed in streams,
|
||||
// indices are written to outIndices and the number of unique vertices is returned.
|
||||
ufbx_vertex_stream streams[1] = {
|
||||
{tempVertices.data(), tempVertices.size(), sizeof(BSPVertex)},
|
||||
};
|
||||
std::vector<uint32_t> outIndices;
|
||||
outIndices.resize(partTriangleNum * 3);
|
||||
size_t numGeneratedVertices = ufbx_generate_indices(streams, 1, outIndices.data(), outIndices.size(), nullptr, nullptr);
|
||||
assert(numGeneratedVertices != 0);
|
||||
|
||||
// trim non-unique vertexes and add to the world vertex vector
|
||||
tempVertices.resize(numGeneratedVertices);
|
||||
vertexVec.insert(vertexVec.end(), tempVertices.begin(), tempVertices.end());
|
||||
|
||||
// T6 uses unsigned shorts as their index type so we have to loop and convert them from an unsigned int
|
||||
for (size_t idx = 0; idx < outIndices.size(); idx += 3)
|
||||
{
|
||||
// BO2's index ordering is opposite to the FBX, so its converted here
|
||||
indexVec.emplace_back(static_cast<uint16_t>(outIndices[idx + 2]));
|
||||
indexVec.emplace_back(static_cast<uint16_t>(outIndices[idx + 1]));
|
||||
indexVec.emplace_back(static_cast<uint16_t>(outIndices[idx + 0]));
|
||||
}
|
||||
|
||||
surfaceVec.emplace_back(surface);
|
||||
}
|
||||
}
|
||||
|
||||
void loadWorldData(ufbx_scene* scene, BSPData* bsp, bool isGfxData)
|
||||
{
|
||||
bool hasTangentSpace = true;
|
||||
for (ufbx_node* node : scene->nodes)
|
||||
{
|
||||
if (node->attrib_type == UFBX_ELEMENT_MESH)
|
||||
{
|
||||
if (isGfxData)
|
||||
addFBXMeshToWorld(node, bsp->gfxWorld.surfaces, bsp->gfxWorld.vertices, bsp->gfxWorld.indices, hasTangentSpace);
|
||||
else
|
||||
addFBXMeshToWorld(node, bsp->colWorld.surfaces, bsp->colWorld.vertices, bsp->colWorld.indices, hasTangentSpace);
|
||||
}
|
||||
else
|
||||
{
|
||||
con::debug("ignoring node type {}: {}", static_cast<int>(node->attrib_type), node->name.data);
|
||||
}
|
||||
}
|
||||
|
||||
if (hasTangentSpace == false)
|
||||
con::warn("warning: one or more meshes have no tangent space. Be sure to select the tangent space box when exporting the FBX.");
|
||||
}
|
||||
*/
|
||||
|
||||
Reference in New Issue
Block a user