mirror of
https://github.com/Laupetin/OpenAssetTools.git
synced 2026-06-06 16:52:35 +00:00
Merge pull request #753 from pagingred/iw5_physpreset_dumper
feat: phys presets dumping and loading for IW3, IW5, T5
This commit is contained in:
@@ -14,6 +14,8 @@
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#include "Material/LoaderMaterialIW5.h"
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#include "Menu/LoaderMenuListIW5.h"
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#include "ObjLoading.h"
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#include "PhysPreset/GdtLoaderPhysPresetIW5.h"
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#include "PhysPreset/RawLoaderPhysPresetIW5.h"
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#include "RawFile/LoaderRawFileIW5.h"
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#include "Script/LoaderScriptFileIW5.h"
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#include "StringTable/LoaderStringTableIW5.h"
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@@ -125,7 +127,8 @@ namespace
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{
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auto& memory = zone.Memory();
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// collection.AddAssetCreator(std::make_unique<AssetLoaderPhysPreset>(memory));
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collection.AddAssetCreator(phys_preset::CreateRawLoaderIW5(memory, searchPath, zone));
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collection.AddAssetCreator(phys_preset::CreateGdtLoaderIW5(memory, gdt, zone));
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// collection.AddAssetCreator(std::make_unique<AssetLoaderPhysCollMap>(memory));
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// collection.AddAssetCreator(std::make_unique<AssetLoaderXAnim>(memory));
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// collection.AddAssetCreator(std::make_unique<AssetLoaderXModelSurfs>(memory));
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@@ -0,0 +1,53 @@
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#include "GdtLoaderPhysPresetIW5.h"
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#include "Game/IW5/IW5.h"
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#include "Game/IW5/ObjConstantsIW5.h"
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#include "InfoString/InfoString.h"
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#include "InfoStringLoaderPhysPresetIW5.h"
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#include "Utils/Logging/Log.h"
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#include <format>
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#include <iostream>
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using namespace IW5;
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namespace
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{
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class GdtLoaderPhysPreset final : public AssetCreator<AssetPhysPreset>
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{
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public:
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GdtLoaderPhysPreset(MemoryManager& memory, IGdtQueryable& gdt, Zone& zone)
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: m_gdt(gdt),
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m_info_string_loader(memory, zone)
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{
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}
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AssetCreationResult CreateAsset(const std::string& assetName, AssetCreationContext& context) override
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{
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const auto* gdtEntry = m_gdt.GetGdtEntryByGdfAndName(GDF_FILENAME_PHYS_PRESET, assetName);
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if (gdtEntry == nullptr)
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return AssetCreationResult::NoAction();
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InfoString infoString;
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if (!infoString.FromGdtProperties(*gdtEntry))
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{
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con::error("Failed to read phys preset gdt entry: \"{}\"", assetName);
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return AssetCreationResult::Failure();
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}
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return m_info_string_loader.CreateAsset(assetName, infoString, context);
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}
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private:
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IGdtQueryable& m_gdt;
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phys_preset::InfoStringLoaderIW5 m_info_string_loader;
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};
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} // namespace
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namespace phys_preset
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{
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std::unique_ptr<AssetCreator<IW5::AssetPhysPreset>> CreateGdtLoaderIW5(MemoryManager& memory, IGdtQueryable& gdt, Zone& zone)
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{
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return std::make_unique<GdtLoaderPhysPreset>(memory, gdt, zone);
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}
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} // namespace phys_preset
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@@ -0,0 +1,14 @@
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#pragma once
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#include "Asset/IAssetCreator.h"
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#include "Game/IW5/IW5.h"
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#include "Gdt/IGdtQueryable.h"
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#include "SearchPath/ISearchPath.h"
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#include "Utils/MemoryManager.h"
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#include <memory>
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namespace phys_preset
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{
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std::unique_ptr<AssetCreator<IW5::AssetPhysPreset>> CreateGdtLoaderIW5(MemoryManager& memory, IGdtQueryable& gdt, Zone& zone);
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} // namespace phys_preset
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@@ -0,0 +1,97 @@
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#include "InfoStringLoaderPhysPresetIW5.h"
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#include "Game/IW5/IW5.h"
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#include "Game/IW5/InfoString/EnumStrings.h"
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#include "Game/IW5/InfoString/InfoStringToStructConverter.h"
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#include "Game/IW5/PhysPreset/PhysPresetFields.h"
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#include "Utils/Logging/Log.h"
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#include <cassert>
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#include <cstring>
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#include <limits>
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using namespace IW5;
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namespace
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{
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class InfoStringToPhysPresetConverter final : public InfoStringToStructConverter
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{
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public:
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InfoStringToPhysPresetConverter(const InfoString& infoString,
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void* structure,
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ZoneScriptStrings& zoneScriptStrings,
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MemoryManager& memory,
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AssetCreationContext& context,
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GenericAssetRegistration& registration,
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const cspField_t* fields,
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size_t fieldCount)
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: InfoStringToStructConverter(infoString, structure, zoneScriptStrings, memory, context, registration, fields, fieldCount)
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{
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}
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protected:
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bool ConvertExtensionField(const cspField_t& field, const std::string& value) override
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{
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switch (static_cast<physPresetFieldType_t>(field.iFieldType))
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{
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case PPFT_SCALING:
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return ConvertEnumInt(field.szName, value, field.iOffset, szPhysPresetScalingNames, std::extent_v<decltype(szPhysPresetScalingNames)>);
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default:
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assert(false);
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return false;
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}
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}
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};
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void CopyFromPhysPresetInfo(const PhysPresetInfo& physPresetInfo, PhysPreset& physPreset)
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{
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physPreset.mass = physPresetInfo.mass;
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physPreset.bounce = physPresetInfo.bounce;
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physPreset.friction = physPresetInfo.friction;
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physPreset.bulletForceScale = physPresetInfo.bulletForceScale;
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physPreset.explosiveForceScale = physPresetInfo.explosiveForceScale;
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physPreset.sndAliasPrefix = physPresetInfo.sndAliasPrefix;
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physPreset.piecesSpreadFraction = physPresetInfo.piecesSpreadFraction;
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physPreset.piecesUpwardVelocity = physPresetInfo.piecesUpwardVelocity;
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physPreset.minMomentum = physPresetInfo.minMomentum;
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physPreset.maxMomentum = physPresetInfo.maxMomentum;
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physPreset.minPitch = physPresetInfo.minPitch;
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physPreset.maxPitch = physPresetInfo.maxPitch;
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physPreset.volumeType = physPresetInfo.volumeType;
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physPreset.pitchType = physPresetInfo.pitchType;
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physPreset.tempDefaultToCylinder = physPresetInfo.tempDefaultToCylinder != 0;
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physPreset.perSurfaceSndAlias = physPresetInfo.perSurfaceSndAlias != 0;
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}
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} // namespace
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namespace phys_preset
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{
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InfoStringLoaderIW5::InfoStringLoaderIW5(MemoryManager& memory, Zone& zone)
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: m_memory(memory),
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m_zone(zone)
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{
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}
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AssetCreationResult InfoStringLoaderIW5::CreateAsset(const std::string& assetName, const InfoString& infoString, AssetCreationContext& context)
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{
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PhysPresetInfo presetInfo;
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std::memset(&presetInfo, 0, sizeof(presetInfo));
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auto* physPreset = m_memory.Alloc<PhysPreset>();
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AssetRegistration<AssetPhysPreset> registration(assetName, physPreset);
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InfoStringToPhysPresetConverter converter(
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infoString, &presetInfo, m_zone.m_script_strings, m_memory, context, registration, phys_preset_fields, std::extent_v<decltype(phys_preset_fields)>);
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if (!converter.Convert())
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{
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con::error("Failed to parse phys preset: \"{}\"", assetName);
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return AssetCreationResult::Failure();
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}
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CopyFromPhysPresetInfo(presetInfo, *physPreset);
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physPreset->name = m_memory.Dup(assetName.c_str());
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return AssetCreationResult::Success(context.AddAsset(std::move(registration)));
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}
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} // namespace phys_preset
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@@ -0,0 +1,20 @@
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#pragma once
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#include "Asset/AssetCreationContext.h"
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#include "Asset/AssetCreationResult.h"
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#include "InfoString/InfoString.h"
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namespace phys_preset
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{
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class InfoStringLoaderIW5
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{
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public:
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InfoStringLoaderIW5(MemoryManager& memory, Zone& zone);
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AssetCreationResult CreateAsset(const std::string& assetName, const InfoString& infoString, AssetCreationContext& context);
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private:
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MemoryManager& m_memory;
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Zone& m_zone;
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};
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} // namespace phys_preset
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@@ -0,0 +1,52 @@
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#include "RawLoaderPhysPresetIW5.h"
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#include "Game/IW5/IW5.h"
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#include "Game/IW5/ObjConstantsIW5.h"
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#include "InfoString/InfoString.h"
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#include "InfoStringLoaderPhysPresetIW5.h"
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#include "PhysPreset/PhysPresetCommon.h"
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#include "Utils/Logging/Log.h"
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using namespace IW5;
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namespace
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{
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class RawLoaderPhysPreset final : public AssetCreator<AssetPhysPreset>
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{
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public:
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RawLoaderPhysPreset(MemoryManager& memory, ISearchPath& searchPath, Zone& zone)
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: m_search_path(searchPath),
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m_info_string_loader(memory, zone)
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{
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}
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AssetCreationResult CreateAsset(const std::string& assetName, AssetCreationContext& context) override
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{
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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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InfoString infoString;
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if (!infoString.FromStream(INFO_STRING_PREFIX_PHYS_PRESET, *file.m_stream))
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{
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con::error("Could not parse as info string file: \"{}\"", fileName);
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return AssetCreationResult::Failure();
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}
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return m_info_string_loader.CreateAsset(assetName, infoString, context);
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}
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private:
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ISearchPath& m_search_path;
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phys_preset::InfoStringLoaderIW5 m_info_string_loader;
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};
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} // namespace
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namespace phys_preset
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{
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std::unique_ptr<AssetCreator<AssetPhysPreset>> CreateRawLoaderIW5(MemoryManager& memory, ISearchPath& searchPath, Zone& zone)
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{
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return std::make_unique<RawLoaderPhysPreset>(memory, searchPath, zone);
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}
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} // namespace phys_preset
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@@ -0,0 +1,13 @@
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#pragma once
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#include "Asset/IAssetCreator.h"
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#include "Game/IW5/IW5.h"
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#include "SearchPath/ISearchPath.h"
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#include "Utils/MemoryManager.h"
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#include <memory>
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namespace phys_preset
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{
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std::unique_ptr<AssetCreator<IW5::AssetPhysPreset>> CreateRawLoaderIW5(MemoryManager& memory, ISearchPath& searchPath, Zone& zone);
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} // namespace phys_preset
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