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mirror of https://github.com/Laupetin/OpenAssetTools.git synced 2026-05-12 21:31:43 +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:
Paging Red
2026-05-02 06:01:59 -04:00
committed by GitHub
parent 704b191b97
commit 759a3ccf0e
41 changed files with 1698 additions and 12 deletions
+3 -3
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@@ -11,7 +11,7 @@ The following section specify which assets are supported to be dumped to disk (u
| Asset Type | Dumping Support | Loading Support | Notes | | Asset Type | Dumping Support | Loading Support | Notes |
| -------------------- | --------------- | --------------- | ---------------------------------------------------------------------------- | | -------------------- | --------------- | --------------- | ---------------------------------------------------------------------------- |
| PhysPreset | ✅ | | | | PhysPreset | ✅ | | |
| XAnimParts | ❌ | ❌ | | | XAnimParts | ❌ | ❌ | |
| XModel | ✅ | ✅ | Model data can be exported to `XMODEL_EXPORT/XMODEL_BIN`, `OBJ`, `GLB/GLTF`. | | XModel | ✅ | ✅ | Model data can be exported to `XMODEL_EXPORT/XMODEL_BIN`, `OBJ`, `GLB/GLTF`. |
| Material | ✅ | ✅ | | | Material | ✅ | ✅ | |
@@ -81,7 +81,7 @@ The following section specify which assets are supported to be dumped to disk (u
| Asset Type | Dumping Support | Loading Support | Notes | | Asset Type | Dumping Support | Loading Support | Notes |
| ------------------------- | --------------- | --------------- | ------------------------------------------------------------------------------------------------------------- | | ------------------------- | --------------- | --------------- | ------------------------------------------------------------------------------------------------------------- |
| PhysPreset | | | | | PhysPreset | | | |
| PhysCollmap | ❌ | ❌ | | | PhysCollmap | ❌ | ❌ | |
| XAnimParts | ❌ | ❌ | | | XAnimParts | ❌ | ❌ | |
| XModelSurfs | ❌ | ❌ | | | XModelSurfs | ❌ | ❌ | |
@@ -126,7 +126,7 @@ The following section specify which assets are supported to be dumped to disk (u
| Asset Type | Dumping Support | Loading Support | Notes | | Asset Type | Dumping Support | Loading Support | Notes |
| -------------------- | --------------- | --------------- | ---------------------------------------------------------------------------- | | -------------------- | --------------- | --------------- | ---------------------------------------------------------------------------- |
| PhysPreset | | | | | PhysPreset | | | |
| PhysConstraints | ❌ | ❌ | | | PhysConstraints | ❌ | ❌ | |
| DestructibleDef | ❌ | ❌ | | | DestructibleDef | ❌ | ❌ | |
| XAnimParts | ❌ | ❌ | | | XAnimParts | ❌ | ❌ | |
+7
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@@ -197,6 +197,13 @@ namespace IW5
WAFT_NUM_FIELD_TYPES, WAFT_NUM_FIELD_TYPES,
}; };
enum physPresetFieldType_t
{
PPFT_SCALING = CSPFT_NUM_BASE_FIELD_TYPES,
PPFT_NUM_FIELD_TYPES,
};
using AssetPhysPreset = Asset<ASSET_TYPE_PHYSPRESET, PhysPreset>; using AssetPhysPreset = Asset<ASSET_TYPE_PHYSPRESET, PhysPreset>;
using AssetPhysCollMap = Asset<ASSET_TYPE_PHYSCOLLMAP, PhysCollmap>; using AssetPhysCollMap = Asset<ASSET_TYPE_PHYSCOLLMAP, PhysCollmap>;
using AssetXAnim = Asset<ASSET_TYPE_XANIMPARTS, XAnimParts>; using AssetXAnim = Asset<ASSET_TYPE_XANIMPARTS, XAnimParts>;
+20
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@@ -201,6 +201,26 @@ namespace IW5
bool perSurfaceSndAlias; bool perSurfaceSndAlias;
}; };
struct PhysPresetInfo
{
float mass;
float bounce;
float friction;
float bulletForceScale;
float explosiveForceScale;
const char* sndAliasPrefix;
float piecesSpreadFraction;
float piecesUpwardVelocity;
float minMomentum;
float maxMomentum;
float minPitch;
float maxPitch;
PhysPresetScaling volumeType;
PhysPresetScaling pitchType;
int tempDefaultToCylinder;
int perSurfaceSndAlias;
};
struct Bounds struct Bounds
{ {
vec3_t midPoint; vec3_t midPoint;
+17
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@@ -177,6 +177,23 @@ namespace T5
vec3_t buoyancyBoxMax; vec3_t buoyancyBoxMax;
}; };
struct PhysPresetInfo
{
float mass;
float bounce;
float friction;
int isFrictionInfinity;
float bulletForceScale;
float explosiveForceScale;
float piecesSpreadFraction;
float piecesUpwardVelocity;
int canFloat;
float gravityScale;
vec3_t centerOfMassOffset;
vec3_t buoyancyBoxMin;
vec3_t buoyancyBoxMax;
};
enum ConstraintType enum ConstraintType
{ {
CONSTRAINT_NONE = 0x0, CONSTRAINT_NONE = 0x0,
@@ -0,0 +1,9 @@
#pragma once
namespace IW5
{
inline const char* szPhysPresetScalingNames[]{
"linear",
"quadratic",
};
} // namespace IW5
@@ -0,0 +1,25 @@
#pragma once
#include "Game/IW5/IW5.h"
namespace IW5
{
inline cspField_t phys_preset_fields[]{
{"mass", offsetof(PhysPresetInfo, mass), CSPFT_FLOAT },
{"bounce", offsetof(PhysPresetInfo, bounce), CSPFT_FLOAT },
{"friction", offsetof(PhysPresetInfo, friction), CSPFT_FLOAT },
{"bulletForceScale", offsetof(PhysPresetInfo, bulletForceScale), CSPFT_FLOAT },
{"explosiveForceScale", offsetof(PhysPresetInfo, explosiveForceScale), CSPFT_FLOAT },
{"sndAliasPrefix", offsetof(PhysPresetInfo, sndAliasPrefix), CSPFT_STRING },
{"piecesSpreadFraction", offsetof(PhysPresetInfo, piecesSpreadFraction), CSPFT_FLOAT },
{"piecesUpwardVelocity", offsetof(PhysPresetInfo, piecesUpwardVelocity), CSPFT_FLOAT },
{"minMomentum", offsetof(PhysPresetInfo, minMomentum), CSPFT_FLOAT },
{"maxMomentum", offsetof(PhysPresetInfo, maxMomentum), CSPFT_FLOAT },
{"minPitch", offsetof(PhysPresetInfo, minPitch), CSPFT_FLOAT },
{"maxPitch", offsetof(PhysPresetInfo, maxPitch), CSPFT_FLOAT },
{"volumeType", offsetof(PhysPresetInfo, volumeType), PPFT_SCALING },
{"pitchType", offsetof(PhysPresetInfo, pitchType), PPFT_SCALING },
{"tempDefaultToCylinder", offsetof(PhysPresetInfo, tempDefaultToCylinder), CSPFT_QBOOLEAN},
{"perSurfaceSndAlias", offsetof(PhysPresetInfo, perSurfaceSndAlias), CSPFT_QBOOLEAN},
};
}
+10
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@@ -0,0 +1,10 @@
#pragma once
namespace T5
{
static constexpr auto INFO_STRING_PREFIX_PHYS_PRESET = "PHYSIC";
static constexpr auto GDF_FILENAME_PHYS_PRESET = "physpreset.gdf";
static constexpr float MAX_FRICTION = 1e+10;
} // namespace T5
@@ -0,0 +1,27 @@
#pragma once
#include "Game/T5/T5.h"
namespace T5
{
inline cspField_t phys_preset_fields[]{
{"mass", offsetof(PhysPresetInfo, mass), CSPFT_FLOAT },
{"bounce", offsetof(PhysPresetInfo, bounce), CSPFT_FLOAT },
{"friction", offsetof(PhysPresetInfo, friction), CSPFT_FLOAT },
{"isFrictionInfinity", offsetof(PhysPresetInfo, isFrictionInfinity), CSPFT_QBOOLEAN},
{"bulletForceScale", offsetof(PhysPresetInfo, bulletForceScale), CSPFT_FLOAT },
{"explosiveForceScale", offsetof(PhysPresetInfo, explosiveForceScale), CSPFT_FLOAT },
{"piecesSpreadFraction", offsetof(PhysPresetInfo, piecesSpreadFraction), CSPFT_FLOAT },
{"piecesUpwardVelocity", offsetof(PhysPresetInfo, piecesUpwardVelocity), CSPFT_FLOAT },
{"canFloat", offsetof(PhysPresetInfo, canFloat), CSPFT_QBOOLEAN},
{"gravityScale", offsetof(PhysPresetInfo, gravityScale), CSPFT_FLOAT },
{"massOffsetX", offsetof(PhysPresetInfo, centerOfMassOffset.x), CSPFT_FLOAT },
{"massOffsetY", offsetof(PhysPresetInfo, centerOfMassOffset.y), CSPFT_FLOAT },
{"massOffsetZ", offsetof(PhysPresetInfo, centerOfMassOffset.z), CSPFT_FLOAT },
{"buoyancyMinX", offsetof(PhysPresetInfo, buoyancyBoxMin.x), CSPFT_FLOAT },
{"buoyancyMinY", offsetof(PhysPresetInfo, buoyancyBoxMin.y), CSPFT_FLOAT },
{"buoyancyMinZ", offsetof(PhysPresetInfo, buoyancyBoxMin.z), CSPFT_FLOAT },
{"buoyancyMaxX", offsetof(PhysPresetInfo, buoyancyBoxMax.x), CSPFT_FLOAT },
{"buoyancyMaxY", offsetof(PhysPresetInfo, buoyancyBoxMax.y), CSPFT_FLOAT },
{"buoyancyMaxZ", offsetof(PhysPresetInfo, buoyancyBoxMax.z), CSPFT_FLOAT },
};
}
@@ -0,0 +1,169 @@
#include "InfoStringToStructConverter.h"
#include "Utils/Logging/Log.h"
#include <cassert>
#include <format>
#include <iostream>
using namespace IW3;
InfoStringToStructConverter::InfoStringToStructConverter(const InfoString& infoString,
void* structure,
ZoneScriptStrings& zoneScriptStrings,
MemoryManager& memory,
AssetCreationContext& context,
GenericAssetRegistration& registration,
const cspField_t* fields,
const size_t fieldCount)
: InfoStringToStructConverterBase(infoString, structure, zoneScriptStrings, memory, context, registration),
m_fields(fields),
m_field_count(fieldCount)
{
}
bool InfoStringToStructConverter::ConvertBaseField(const cspField_t& field, const std::string& value)
{
switch (static_cast<csParseFieldType_t>(field.iFieldType))
{
case CSPFT_STRING:
return ConvertString(value, field.iOffset);
case CSPFT_STRING_MAX_STRING_CHARS:
return ConvertStringBuffer(value, field.iOffset, 1024);
case CSPFT_STRING_MAX_QPATH:
return ConvertStringBuffer(value, field.iOffset, 64);
case CSPFT_STRING_MAX_OSPATH:
return ConvertStringBuffer(value, field.iOffset, 256);
case CSPFT_INT:
return ConvertInt(value, field.iOffset);
case CSPFT_QBOOLEAN:
return ConvertQBoolean(value, field.iOffset);
case CSPFT_FLOAT:
return ConvertFloat(value, field.iOffset);
case CSPFT_MILLISECONDS:
return ConvertMilliseconds(value, field.iOffset);
case CSPFT_FX:
{
if (value.empty())
{
*reinterpret_cast<FxEffectDef**>(reinterpret_cast<uintptr_t>(m_structure) + field.iOffset) = nullptr;
return true;
}
auto* fx = m_context.LoadDependency<AssetFx>(value);
if (fx == nullptr)
{
con::error("Failed to load fx asset \"{}\"", value);
return false;
}
m_registration.AddDependency(fx);
*reinterpret_cast<FxEffectDef**>(reinterpret_cast<uintptr_t>(m_structure) + field.iOffset) = fx->Asset();
return true;
}
case CSPFT_XMODEL:
{
if (value.empty())
{
*reinterpret_cast<XModel**>(reinterpret_cast<uintptr_t>(m_structure) + field.iOffset) = nullptr;
return true;
}
auto* xmodel = m_context.LoadDependency<AssetXModel>(value);
if (xmodel == nullptr)
{
con::error("Failed to load xmodel asset \"{}\"", value);
return false;
}
m_registration.AddDependency(xmodel);
*reinterpret_cast<XModel**>(reinterpret_cast<uintptr_t>(m_structure) + field.iOffset) = xmodel->Asset();
return true;
}
case CSPFT_MATERIAL:
{
if (value.empty())
{
*reinterpret_cast<Material**>(reinterpret_cast<uintptr_t>(m_structure) + field.iOffset) = nullptr;
return true;
}
auto* material = m_context.LoadDependency<AssetMaterial>(value);
if (material == nullptr)
{
con::error("Failed to load material asset \"{}\"", value);
return false;
}
m_registration.AddDependency(material);
*reinterpret_cast<Material**>(reinterpret_cast<uintptr_t>(m_structure) + field.iOffset) = material->Asset();
return true;
}
case CSPFT_SOUND:
{
if (value.empty())
{
reinterpret_cast<SndAliasCustom*>(reinterpret_cast<uintptr_t>(m_structure) + field.iOffset)->name = nullptr;
return true;
}
auto* name = m_memory.Alloc<snd_alias_list_name>();
name->soundName = m_memory.Dup(value.c_str());
reinterpret_cast<SndAliasCustom*>(reinterpret_cast<uintptr_t>(m_structure) + field.iOffset)->name = name;
m_registration.AddIndirectAssetReference(m_context.LoadIndirectAssetReference<AssetSound>(value));
return true;
}
case CSPFT_NUM_BASE_FIELD_TYPES:
default:
assert(false);
return false;
}
}
bool InfoStringToStructConverter::Convert()
{
for (auto fieldIndex = 0u; fieldIndex < m_field_count; fieldIndex++)
{
const auto& field = m_fields[fieldIndex];
assert(field.iFieldType >= 0);
auto foundValue = false;
const auto& value = m_info_string.GetValueForKey(std::string(field.szName), &foundValue);
if (foundValue)
{
if (field.iFieldType < CSPFT_NUM_BASE_FIELD_TYPES)
{
if (!ConvertBaseField(field, value))
return false;
}
else
{
if (!ConvertExtensionField(field, value))
return false;
}
}
}
return true;
}
@@ -0,0 +1,28 @@
#pragma once
#include "Game/IW3/IW3.h"
#include "InfoString/InfoStringToStructConverterBase.h"
namespace IW3
{
class InfoStringToStructConverter : public InfoStringToStructConverterBase
{
public:
InfoStringToStructConverter(const InfoString& infoString,
void* structure,
ZoneScriptStrings& zoneScriptStrings,
MemoryManager& memory,
AssetCreationContext& context,
GenericAssetRegistration& registration,
const cspField_t* fields,
size_t fieldCount);
bool Convert() override;
protected:
virtual bool ConvertExtensionField(const cspField_t& field, const std::string& value) = 0;
bool ConvertBaseField(const cspField_t& field, const std::string& value);
const cspField_t* m_fields;
size_t m_field_count;
};
} // namespace IW3
+6 -3
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@@ -12,6 +12,8 @@
#include "Localize/AssetLoaderLocalizeIW3.h" #include "Localize/AssetLoaderLocalizeIW3.h"
#include "Material/LoaderMaterialIW3.h" #include "Material/LoaderMaterialIW3.h"
#include "ObjLoading.h" #include "ObjLoading.h"
#include "PhysPreset/GdtLoaderPhysPresetIW3.h"
#include "PhysPreset/RawLoaderPhysPresetIW3.h"
#include "RawFile/AssetLoaderRawFileIW3.h" #include "RawFile/AssetLoaderRawFileIW3.h"
#include "StringTable/AssetLoaderStringTableIW3.h" #include "StringTable/AssetLoaderStringTableIW3.h"
@@ -89,11 +91,12 @@ namespace
collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetStringTable>>(zone)); collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetStringTable>>(zone));
} }
void ConfigureLoaders(AssetCreatorCollection& collection, Zone& zone, ISearchPath& searchPath) void ConfigureLoaders(AssetCreatorCollection& collection, Zone& zone, ISearchPath& searchPath, IGdtQueryable& gdt)
{ {
auto& memory = zone.Memory(); auto& memory = zone.Memory();
// collection.AddAssetCreator(std::make_unique<AssetLoaderPhysPreset>(memory)); collection.AddAssetCreator(phys_preset::CreateRawLoaderIW3(memory, searchPath, zone));
collection.AddAssetCreator(phys_preset::CreateGdtLoaderIW3(memory, gdt, zone));
// collection.AddAssetCreator(std::make_unique<AssetLoaderXAnim>(memory)); // collection.AddAssetCreator(std::make_unique<AssetLoaderXAnim>(memory));
collection.AddAssetCreator(xmodel::CreateLoaderIW3(memory, searchPath, zone)); collection.AddAssetCreator(xmodel::CreateLoaderIW3(memory, searchPath, zone));
collection.AddAssetCreator(material::CreateLoaderIW3(memory, searchPath)); collection.AddAssetCreator(material::CreateLoaderIW3(memory, searchPath));
@@ -129,6 +132,6 @@ namespace
void ObjLoader::ConfigureCreatorCollection(AssetCreatorCollection& collection, Zone& zone, ISearchPath& searchPath, IGdtQueryable& gdt) const void ObjLoader::ConfigureCreatorCollection(AssetCreatorCollection& collection, Zone& zone, ISearchPath& searchPath, IGdtQueryable& gdt) const
{ {
ConfigureDefaultCreators(collection, zone); ConfigureDefaultCreators(collection, zone);
ConfigureLoaders(collection, zone, searchPath); ConfigureLoaders(collection, zone, searchPath, gdt);
ConfigureGlobalAssetPoolsLoaders(collection, zone); ConfigureGlobalAssetPoolsLoaders(collection, zone);
} }
@@ -0,0 +1,53 @@
#include "GdtLoaderPhysPresetIW3.h"
#include "Game/IW3/IW3.h"
#include "Game/IW3/ObjConstantsIW3.h"
#include "InfoString/InfoString.h"
#include "InfoStringLoaderPhysPresetIW3.h"
#include "Utils/Logging/Log.h"
#include <format>
#include <iostream>
using namespace IW3;
namespace
{
class GdtLoaderPhysPreset final : public AssetCreator<AssetPhysPreset>
{
public:
GdtLoaderPhysPreset(MemoryManager& memory, IGdtQueryable& gdt, Zone& zone)
: m_gdt(gdt),
m_info_string_loader(memory, zone)
{
}
AssetCreationResult CreateAsset(const std::string& assetName, AssetCreationContext& context) override
{
const auto* gdtEntry = m_gdt.GetGdtEntryByGdfAndName(GDF_FILENAME_PHYS_PRESET, assetName);
if (gdtEntry == nullptr)
return AssetCreationResult::NoAction();
InfoString infoString;
if (!infoString.FromGdtProperties(*gdtEntry))
{
con::error("Failed to read phys preset gdt entry: \"{}\"", assetName);
return AssetCreationResult::Failure();
}
return m_info_string_loader.CreateAsset(assetName, infoString, context);
}
private:
IGdtQueryable& m_gdt;
phys_preset::InfoStringLoaderIW3 m_info_string_loader;
};
} // namespace
namespace phys_preset
{
std::unique_ptr<AssetCreator<IW3::AssetPhysPreset>> CreateGdtLoaderIW3(MemoryManager& memory, IGdtQueryable& gdt, Zone& zone)
{
return std::make_unique<GdtLoaderPhysPreset>(memory, gdt, zone);
}
} // namespace phys_preset
@@ -0,0 +1,14 @@
#pragma once
#include "Asset/IAssetCreator.h"
#include "Game/IW3/IW3.h"
#include "Gdt/IGdtQueryable.h"
#include "SearchPath/ISearchPath.h"
#include "Utils/MemoryManager.h"
#include <memory>
namespace phys_preset
{
std::unique_ptr<AssetCreator<IW3::AssetPhysPreset>> CreateGdtLoaderIW3(MemoryManager& memory, IGdtQueryable& gdt, Zone& zone);
} // namespace phys_preset
@@ -0,0 +1,90 @@
#include "InfoStringLoaderPhysPresetIW3.h"
#include "Game/IW3/IW3.h"
#include "Game/IW3/InfoString/InfoStringToStructConverter.h"
#include "Game/IW3/PhysPreset/PhysPresetFields.h"
#include "Utils/Logging/Log.h"
#include <algorithm>
#include <cassert>
#include <cstring>
#include <format>
#include <iostream>
#include <limits>
using namespace IW3;
namespace
{
class InfoStringToPhysPresetConverter final : public InfoStringToStructConverter
{
public:
InfoStringToPhysPresetConverter(const InfoString& infoString,
void* structure,
ZoneScriptStrings& zoneScriptStrings,
MemoryManager& memory,
AssetCreationContext& context,
GenericAssetRegistration& registration,
const cspField_t* fields,
size_t fieldCount)
: InfoStringToStructConverter(infoString, structure, zoneScriptStrings, memory, context, registration, fields, fieldCount)
{
}
protected:
bool ConvertExtensionField(const cspField_t& field, const std::string& value) override
{
assert(false);
return false;
}
};
void CopyFromPhysPresetInfo(const PhysPresetInfo& physPresetInfo, PhysPreset& physPreset)
{
physPreset.mass = physPresetInfo.mass;
physPreset.bounce = physPresetInfo.bounce;
if (physPresetInfo.isFrictionInfinity != 0)
physPreset.friction = std::numeric_limits<float>::max();
else
physPreset.friction = physPresetInfo.friction;
physPreset.bulletForceScale = physPresetInfo.bulletForceScale;
physPreset.explosiveForceScale = physPresetInfo.explosiveForceScale;
physPreset.sndAliasPrefix = physPresetInfo.sndAliasPrefix;
physPreset.piecesSpreadFraction = physPresetInfo.piecesSpreadFraction;
physPreset.piecesUpwardVelocity = physPresetInfo.piecesUpwardVelocity;
physPreset.tempDefaultToCylinder = physPresetInfo.tempDefaultToCylinder != 0;
}
} // namespace
namespace phys_preset
{
InfoStringLoaderIW3::InfoStringLoaderIW3(MemoryManager& memory, Zone& zone)
: m_memory(memory),
m_zone(zone)
{
}
AssetCreationResult InfoStringLoaderIW3::CreateAsset(const std::string& assetName, const InfoString& infoString, AssetCreationContext& context)
{
PhysPresetInfo presetInfo;
std::memset(&presetInfo, 0, sizeof(presetInfo));
auto* physPreset = m_memory.Alloc<PhysPreset>();
AssetRegistration<AssetPhysPreset> registration(assetName, physPreset);
InfoStringToPhysPresetConverter converter(
infoString, &presetInfo, m_zone.m_script_strings, m_memory, context, registration, phys_preset_fields, std::extent_v<decltype(phys_preset_fields)>);
if (!converter.Convert())
{
con::error("Failed to parse phys preset: \"{}\"", assetName);
return AssetCreationResult::Failure();
}
CopyFromPhysPresetInfo(presetInfo, *physPreset);
physPreset->name = m_memory.Dup(assetName.c_str());
return AssetCreationResult::Success(context.AddAsset(std::move(registration)));
}
} // namespace phys_preset
@@ -0,0 +1,20 @@
#pragma once
#include "Asset/AssetCreationContext.h"
#include "Asset/AssetCreationResult.h"
#include "InfoString/InfoString.h"
namespace phys_preset
{
class InfoStringLoaderIW3
{
public:
InfoStringLoaderIW3(MemoryManager& memory, Zone& zone);
AssetCreationResult CreateAsset(const std::string& assetName, const InfoString& infoString, AssetCreationContext& context);
private:
MemoryManager& m_memory;
Zone& m_zone;
};
} // namespace phys_preset
@@ -0,0 +1,55 @@
#include "RawLoaderPhysPresetIW3.h"
#include "Game/IW3/IW3.h"
#include "Game/IW3/ObjConstantsIW3.h"
#include "InfoString/InfoString.h"
#include "InfoStringLoaderPhysPresetIW3.h"
#include "PhysPreset/PhysPresetCommon.h"
#include "Utils/Logging/Log.h"
#include <format>
#include <iostream>
using namespace IW3;
namespace
{
class RawLoaderPhysPreset final : public AssetCreator<AssetPhysPreset>
{
public:
RawLoaderPhysPreset(MemoryManager& memory, ISearchPath& searchPath, Zone& zone)
: m_search_path(searchPath),
m_info_string_loader(memory, zone)
{
}
AssetCreationResult CreateAsset(const std::string& assetName, AssetCreationContext& context) override
{
const auto fileName = phys_preset::GetFileNameForAssetName(assetName);
const auto file = m_search_path.Open(fileName);
if (!file.IsOpen())
return AssetCreationResult::NoAction();
InfoString infoString;
if (!infoString.FromStream(INFO_STRING_PREFIX_PHYS_PRESET, *file.m_stream))
{
con::error("Could not parse as info string file: \"{}\"", fileName);
return AssetCreationResult::Failure();
}
return m_info_string_loader.CreateAsset(assetName, infoString, context);
}
private:
ISearchPath& m_search_path;
phys_preset::InfoStringLoaderIW3 m_info_string_loader;
};
} // namespace
namespace phys_preset
{
std::unique_ptr<AssetCreator<AssetPhysPreset>> CreateRawLoaderIW3(MemoryManager& memory, ISearchPath& searchPath, Zone& zone)
{
return std::make_unique<RawLoaderPhysPreset>(memory, searchPath, zone);
}
} // namespace phys_preset
@@ -0,0 +1,13 @@
#pragma once
#include "Asset/IAssetCreator.h"
#include "Game/IW3/IW3.h"
#include "SearchPath/ISearchPath.h"
#include "Utils/MemoryManager.h"
#include <memory>
namespace phys_preset
{
std::unique_ptr<AssetCreator<IW3::AssetPhysPreset>> CreateRawLoaderIW3(MemoryManager& memory, ISearchPath& searchPath, Zone& zone);
} // namespace phys_preset
+4 -1
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@@ -14,6 +14,8 @@
#include "Material/LoaderMaterialIW5.h" #include "Material/LoaderMaterialIW5.h"
#include "Menu/LoaderMenuListIW5.h" #include "Menu/LoaderMenuListIW5.h"
#include "ObjLoading.h" #include "ObjLoading.h"
#include "PhysPreset/GdtLoaderPhysPresetIW5.h"
#include "PhysPreset/RawLoaderPhysPresetIW5.h"
#include "RawFile/LoaderRawFileIW5.h" #include "RawFile/LoaderRawFileIW5.h"
#include "Script/LoaderScriptFileIW5.h" #include "Script/LoaderScriptFileIW5.h"
#include "StringTable/LoaderStringTableIW5.h" #include "StringTable/LoaderStringTableIW5.h"
@@ -125,7 +127,8 @@ namespace
{ {
auto& memory = zone.Memory(); auto& memory = zone.Memory();
// collection.AddAssetCreator(std::make_unique<AssetLoaderPhysPreset>(memory)); collection.AddAssetCreator(phys_preset::CreateRawLoaderIW5(memory, searchPath, zone));
collection.AddAssetCreator(phys_preset::CreateGdtLoaderIW5(memory, gdt, zone));
// collection.AddAssetCreator(std::make_unique<AssetLoaderPhysCollMap>(memory)); // collection.AddAssetCreator(std::make_unique<AssetLoaderPhysCollMap>(memory));
// collection.AddAssetCreator(std::make_unique<AssetLoaderXAnim>(memory)); // collection.AddAssetCreator(std::make_unique<AssetLoaderXAnim>(memory));
// collection.AddAssetCreator(std::make_unique<AssetLoaderXModelSurfs>(memory)); // collection.AddAssetCreator(std::make_unique<AssetLoaderXModelSurfs>(memory));
@@ -0,0 +1,53 @@
#include "GdtLoaderPhysPresetIW5.h"
#include "Game/IW5/IW5.h"
#include "Game/IW5/ObjConstantsIW5.h"
#include "InfoString/InfoString.h"
#include "InfoStringLoaderPhysPresetIW5.h"
#include "Utils/Logging/Log.h"
#include <format>
#include <iostream>
using namespace IW5;
namespace
{
class GdtLoaderPhysPreset final : public AssetCreator<AssetPhysPreset>
{
public:
GdtLoaderPhysPreset(MemoryManager& memory, IGdtQueryable& gdt, Zone& zone)
: m_gdt(gdt),
m_info_string_loader(memory, zone)
{
}
AssetCreationResult CreateAsset(const std::string& assetName, AssetCreationContext& context) override
{
const auto* gdtEntry = m_gdt.GetGdtEntryByGdfAndName(GDF_FILENAME_PHYS_PRESET, assetName);
if (gdtEntry == nullptr)
return AssetCreationResult::NoAction();
InfoString infoString;
if (!infoString.FromGdtProperties(*gdtEntry))
{
con::error("Failed to read phys preset gdt entry: \"{}\"", assetName);
return AssetCreationResult::Failure();
}
return m_info_string_loader.CreateAsset(assetName, infoString, context);
}
private:
IGdtQueryable& m_gdt;
phys_preset::InfoStringLoaderIW5 m_info_string_loader;
};
} // namespace
namespace phys_preset
{
std::unique_ptr<AssetCreator<IW5::AssetPhysPreset>> CreateGdtLoaderIW5(MemoryManager& memory, IGdtQueryable& gdt, Zone& zone)
{
return std::make_unique<GdtLoaderPhysPreset>(memory, gdt, zone);
}
} // namespace phys_preset
@@ -0,0 +1,14 @@
#pragma once
#include "Asset/IAssetCreator.h"
#include "Game/IW5/IW5.h"
#include "Gdt/IGdtQueryable.h"
#include "SearchPath/ISearchPath.h"
#include "Utils/MemoryManager.h"
#include <memory>
namespace phys_preset
{
std::unique_ptr<AssetCreator<IW5::AssetPhysPreset>> CreateGdtLoaderIW5(MemoryManager& memory, IGdtQueryable& gdt, Zone& zone);
} // namespace phys_preset
@@ -0,0 +1,97 @@
#include "InfoStringLoaderPhysPresetIW5.h"
#include "Game/IW5/IW5.h"
#include "Game/IW5/InfoString/EnumStrings.h"
#include "Game/IW5/InfoString/InfoStringToStructConverter.h"
#include "Game/IW5/PhysPreset/PhysPresetFields.h"
#include "Utils/Logging/Log.h"
#include <cassert>
#include <cstring>
#include <limits>
using namespace IW5;
namespace
{
class InfoStringToPhysPresetConverter final : public InfoStringToStructConverter
{
public:
InfoStringToPhysPresetConverter(const InfoString& infoString,
void* structure,
ZoneScriptStrings& zoneScriptStrings,
MemoryManager& memory,
AssetCreationContext& context,
GenericAssetRegistration& registration,
const cspField_t* fields,
size_t fieldCount)
: InfoStringToStructConverter(infoString, structure, zoneScriptStrings, memory, context, registration, fields, fieldCount)
{
}
protected:
bool ConvertExtensionField(const cspField_t& field, const std::string& value) override
{
switch (static_cast<physPresetFieldType_t>(field.iFieldType))
{
case PPFT_SCALING:
return ConvertEnumInt(field.szName, value, field.iOffset, szPhysPresetScalingNames, std::extent_v<decltype(szPhysPresetScalingNames)>);
default:
assert(false);
return false;
}
}
};
void CopyFromPhysPresetInfo(const PhysPresetInfo& physPresetInfo, PhysPreset& physPreset)
{
physPreset.mass = physPresetInfo.mass;
physPreset.bounce = physPresetInfo.bounce;
physPreset.friction = physPresetInfo.friction;
physPreset.bulletForceScale = physPresetInfo.bulletForceScale;
physPreset.explosiveForceScale = physPresetInfo.explosiveForceScale;
physPreset.sndAliasPrefix = physPresetInfo.sndAliasPrefix;
physPreset.piecesSpreadFraction = physPresetInfo.piecesSpreadFraction;
physPreset.piecesUpwardVelocity = physPresetInfo.piecesUpwardVelocity;
physPreset.minMomentum = physPresetInfo.minMomentum;
physPreset.maxMomentum = physPresetInfo.maxMomentum;
physPreset.minPitch = physPresetInfo.minPitch;
physPreset.maxPitch = physPresetInfo.maxPitch;
physPreset.volumeType = physPresetInfo.volumeType;
physPreset.pitchType = physPresetInfo.pitchType;
physPreset.tempDefaultToCylinder = physPresetInfo.tempDefaultToCylinder != 0;
physPreset.perSurfaceSndAlias = physPresetInfo.perSurfaceSndAlias != 0;
}
} // namespace
namespace phys_preset
{
InfoStringLoaderIW5::InfoStringLoaderIW5(MemoryManager& memory, Zone& zone)
: m_memory(memory),
m_zone(zone)
{
}
AssetCreationResult InfoStringLoaderIW5::CreateAsset(const std::string& assetName, const InfoString& infoString, AssetCreationContext& context)
{
PhysPresetInfo presetInfo;
std::memset(&presetInfo, 0, sizeof(presetInfo));
auto* physPreset = m_memory.Alloc<PhysPreset>();
AssetRegistration<AssetPhysPreset> registration(assetName, physPreset);
InfoStringToPhysPresetConverter converter(
infoString, &presetInfo, m_zone.m_script_strings, m_memory, context, registration, phys_preset_fields, std::extent_v<decltype(phys_preset_fields)>);
if (!converter.Convert())
{
con::error("Failed to parse phys preset: \"{}\"", assetName);
return AssetCreationResult::Failure();
}
CopyFromPhysPresetInfo(presetInfo, *physPreset);
physPreset->name = m_memory.Dup(assetName.c_str());
return AssetCreationResult::Success(context.AddAsset(std::move(registration)));
}
} // namespace phys_preset
@@ -0,0 +1,20 @@
#pragma once
#include "Asset/AssetCreationContext.h"
#include "Asset/AssetCreationResult.h"
#include "InfoString/InfoString.h"
namespace phys_preset
{
class InfoStringLoaderIW5
{
public:
InfoStringLoaderIW5(MemoryManager& memory, Zone& zone);
AssetCreationResult CreateAsset(const std::string& assetName, const InfoString& infoString, AssetCreationContext& context);
private:
MemoryManager& m_memory;
Zone& m_zone;
};
} // namespace phys_preset
@@ -0,0 +1,52 @@
#include "RawLoaderPhysPresetIW5.h"
#include "Game/IW5/IW5.h"
#include "Game/IW5/ObjConstantsIW5.h"
#include "InfoString/InfoString.h"
#include "InfoStringLoaderPhysPresetIW5.h"
#include "PhysPreset/PhysPresetCommon.h"
#include "Utils/Logging/Log.h"
using namespace IW5;
namespace
{
class RawLoaderPhysPreset final : public AssetCreator<AssetPhysPreset>
{
public:
RawLoaderPhysPreset(MemoryManager& memory, ISearchPath& searchPath, Zone& zone)
: m_search_path(searchPath),
m_info_string_loader(memory, zone)
{
}
AssetCreationResult CreateAsset(const std::string& assetName, AssetCreationContext& context) override
{
const auto fileName = phys_preset::GetFileNameForAssetName(assetName);
const auto file = m_search_path.Open(fileName);
if (!file.IsOpen())
return AssetCreationResult::NoAction();
InfoString infoString;
if (!infoString.FromStream(INFO_STRING_PREFIX_PHYS_PRESET, *file.m_stream))
{
con::error("Could not parse as info string file: \"{}\"", fileName);
return AssetCreationResult::Failure();
}
return m_info_string_loader.CreateAsset(assetName, infoString, context);
}
private:
ISearchPath& m_search_path;
phys_preset::InfoStringLoaderIW5 m_info_string_loader;
};
} // namespace
namespace phys_preset
{
std::unique_ptr<AssetCreator<AssetPhysPreset>> CreateRawLoaderIW5(MemoryManager& memory, ISearchPath& searchPath, Zone& zone)
{
return std::make_unique<RawLoaderPhysPreset>(memory, searchPath, zone);
}
} // namespace phys_preset
@@ -0,0 +1,13 @@
#pragma once
#include "Asset/IAssetCreator.h"
#include "Game/IW5/IW5.h"
#include "SearchPath/ISearchPath.h"
#include "Utils/MemoryManager.h"
#include <memory>
namespace phys_preset
{
std::unique_ptr<AssetCreator<IW5::AssetPhysPreset>> CreateRawLoaderIW5(MemoryManager& memory, ISearchPath& searchPath, Zone& zone);
} // namespace phys_preset
@@ -0,0 +1,181 @@
#include "InfoStringToStructConverter.h"
#include "Game/T5/CommonT5.h"
#include "Utils/Logging/Log.h"
#include <cassert>
#include <iostream>
using namespace T5;
InfoStringToStructConverter::InfoStringToStructConverter(const InfoString& infoString,
void* structure,
ZoneScriptStrings& zoneScriptStrings,
MemoryManager& memory,
AssetCreationContext& context,
GenericAssetRegistration& registration,
const cspField_t* fields,
const size_t fieldCount)
: InfoStringToStructConverterBase(infoString, structure, zoneScriptStrings, memory, context, registration),
m_fields(fields),
m_field_count(fieldCount)
{
}
bool InfoStringToStructConverter::ConvertBaseField(const cspField_t& field, const std::string& value)
{
switch (static_cast<csParseFieldType_t>(field.iFieldType))
{
case CSPFT_STRING:
return ConvertString(value, field.iOffset);
case CSPFT_STRING_MAX_STRING_CHARS:
return ConvertStringBuffer(value, field.iOffset, 1024);
case CSPFT_STRING_MAX_QPATH:
return ConvertStringBuffer(value, field.iOffset, 64);
case CSPFT_STRING_MAX_OSPATH:
return ConvertStringBuffer(value, field.iOffset, 256);
case CSPFT_INT:
return ConvertInt(value, field.iOffset);
case CSPFT_BOOL:
return ConvertBool(value, field.iOffset);
case CSPFT_QBOOLEAN:
return ConvertQBoolean(value, field.iOffset);
case CSPFT_FLOAT:
return ConvertFloat(value, field.iOffset);
case CSPFT_MILLISECONDS:
return ConvertMilliseconds(value, field.iOffset);
case CSPFT_FX:
{
if (value.empty())
{
*reinterpret_cast<FxEffectDef**>(reinterpret_cast<uintptr_t>(m_structure) + field.iOffset) = nullptr;
return true;
}
auto* fx = m_context.LoadDependency<AssetFx>(value);
if (fx == nullptr)
{
con::error("Failed to load fx asset \"{}\"", value);
return false;
}
m_registration.AddDependency(fx);
*reinterpret_cast<FxEffectDef**>(reinterpret_cast<uintptr_t>(m_structure) + field.iOffset) = fx->Asset();
return true;
}
case CSPFT_XMODEL:
{
if (value.empty())
{
*reinterpret_cast<XModel**>(reinterpret_cast<uintptr_t>(m_structure) + field.iOffset) = nullptr;
return true;
}
auto* xmodel = m_context.LoadDependency<AssetXModel>(value);
if (xmodel == nullptr)
{
con::error("Failed to load xmodel asset \"{}\"", value);
return false;
}
m_registration.AddDependency(xmodel);
*reinterpret_cast<XModel**>(reinterpret_cast<uintptr_t>(m_structure) + field.iOffset) = xmodel->Asset();
return true;
}
case CSPFT_MATERIAL:
case CSPFT_MATERIAL_STREAM:
{
if (value.empty())
{
*reinterpret_cast<Material**>(reinterpret_cast<uintptr_t>(m_structure) + field.iOffset) = nullptr;
return true;
}
auto* material = m_context.LoadDependency<AssetMaterial>(value);
if (material == nullptr)
{
con::error("Failed to load material asset \"{}\"", value);
return false;
}
m_registration.AddDependency(material);
*reinterpret_cast<Material**>(reinterpret_cast<uintptr_t>(m_structure) + field.iOffset) = material->Asset();
return true;
}
case CSPFT_PHYS_PRESET:
{
if (value.empty())
{
*reinterpret_cast<PhysPreset**>(reinterpret_cast<uintptr_t>(m_structure) + field.iOffset) = nullptr;
return true;
}
auto* physPreset = m_context.LoadDependency<AssetPhysPreset>(value);
if (physPreset == nullptr)
{
con::error("Failed to load physpreset asset \"{}\"", value);
return false;
}
m_registration.AddDependency(physPreset);
*reinterpret_cast<PhysPreset**>(reinterpret_cast<uintptr_t>(m_structure) + field.iOffset) = physPreset->Asset();
return true;
}
case CSPFT_SCRIPT_STRING:
return ConvertScriptString(value, field.iOffset);
case CSPFT_NUM_BASE_FIELD_TYPES:
default:
assert(false);
return false;
}
}
bool InfoStringToStructConverter::Convert()
{
for (auto fieldIndex = 0u; fieldIndex < m_field_count; fieldIndex++)
{
const auto& field = m_fields[fieldIndex];
assert(field.iFieldType >= 0);
auto foundValue = false;
const auto& value = m_info_string.GetValueForKey(std::string(field.szName), &foundValue);
if (foundValue)
{
if (field.iFieldType < CSPFT_NUM_BASE_FIELD_TYPES)
{
if (!ConvertBaseField(field, value))
return false;
}
else
{
if (!ConvertExtensionField(field, value))
return false;
}
}
}
return true;
}
@@ -0,0 +1,28 @@
#pragma once
#include "Game/T5/T5.h"
#include "InfoString/InfoStringToStructConverterBase.h"
namespace T5
{
class InfoStringToStructConverter : public InfoStringToStructConverterBase
{
public:
InfoStringToStructConverter(const InfoString& infoString,
void* structure,
ZoneScriptStrings& zoneScriptStrings,
MemoryManager& memory,
AssetCreationContext& context,
GenericAssetRegistration& registration,
const cspField_t* fields,
size_t fieldCount);
bool Convert() override;
protected:
virtual bool ConvertExtensionField(const cspField_t& field, const std::string& value) = 0;
bool ConvertBaseField(const cspField_t& field, const std::string& value);
const cspField_t* m_fields;
size_t m_field_count;
};
} // namespace T5
+6 -3
View File
@@ -12,6 +12,8 @@
#include "Localize/LoaderLocalizeT5.h" #include "Localize/LoaderLocalizeT5.h"
#include "Material/LoaderMaterialT5.h" #include "Material/LoaderMaterialT5.h"
#include "ObjLoading.h" #include "ObjLoading.h"
#include "PhysPreset/GdtLoaderPhysPresetT5.h"
#include "PhysPreset/RawLoaderPhysPresetT5.h"
#include "RawFile/LoaderRawFileT5.h" #include "RawFile/LoaderRawFileT5.h"
#include "StringTable/LoaderStringTableT5.h" #include "StringTable/LoaderStringTableT5.h"
@@ -101,11 +103,12 @@ namespace
collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetEmblemSet>>(zone)); collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetEmblemSet>>(zone));
} }
void ConfigureLoaders(AssetCreatorCollection& collection, Zone& zone, ISearchPath& searchPath) void ConfigureLoaders(AssetCreatorCollection& collection, Zone& zone, ISearchPath& searchPath, IGdtQueryable& gdt)
{ {
auto& memory = zone.Memory(); auto& memory = zone.Memory();
// collection.AddAssetCreator(std::make_unique<AssetLoaderPhysPreset>(memory)); collection.AddAssetCreator(phys_preset::CreateRawLoaderT5(memory, searchPath, zone));
collection.AddAssetCreator(phys_preset::CreateGdtLoaderT5(memory, gdt, zone));
// collection.AddAssetCreator(std::make_unique<AssetLoaderPhysConstraints>(memory)); // collection.AddAssetCreator(std::make_unique<AssetLoaderPhysConstraints>(memory));
// collection.AddAssetCreator(std::make_unique<AssetLoaderDestructibleDef>(memory)); // collection.AddAssetCreator(std::make_unique<AssetLoaderDestructibleDef>(memory));
// collection.AddAssetCreator(std::make_unique<AssetLoaderXAnim>(memory)); // collection.AddAssetCreator(std::make_unique<AssetLoaderXAnim>(memory));
@@ -147,6 +150,6 @@ namespace
void ObjLoader::ConfigureCreatorCollection(AssetCreatorCollection& collection, Zone& zone, ISearchPath& searchPath, IGdtQueryable& gdt) const void ObjLoader::ConfigureCreatorCollection(AssetCreatorCollection& collection, Zone& zone, ISearchPath& searchPath, IGdtQueryable& gdt) const
{ {
ConfigureDefaultCreators(collection, zone); ConfigureDefaultCreators(collection, zone);
ConfigureLoaders(collection, zone, searchPath); ConfigureLoaders(collection, zone, searchPath, gdt);
ConfigureGlobalAssetPoolsLoaders(collection, zone); ConfigureGlobalAssetPoolsLoaders(collection, zone);
} }
@@ -0,0 +1,54 @@
#include "GdtLoaderPhysPresetT5.h"
#include "Game/T5/ObjConstantsT5.h"
#include "Game/T5/T5.h"
#include "InfoString/InfoString.h"
#include "InfoStringLoaderPhysPresetT5.h"
#include "Utils/Logging/Log.h"
#include <cstring>
#include <format>
#include <iostream>
using namespace T5;
namespace
{
class GdtLoaderPhysPreset final : public AssetCreator<AssetPhysPreset>
{
public:
GdtLoaderPhysPreset(MemoryManager& memory, IGdtQueryable& gdt, Zone& zone)
: m_gdt(gdt),
m_info_string_loader(memory, zone)
{
}
AssetCreationResult CreateAsset(const std::string& assetName, AssetCreationContext& context) override
{
const auto* gdtEntry = m_gdt.GetGdtEntryByGdfAndName(GDF_FILENAME_PHYS_PRESET, assetName);
if (gdtEntry == nullptr)
return AssetCreationResult::NoAction();
InfoString infoString;
if (!infoString.FromGdtProperties(*gdtEntry))
{
con::error("Failed to read phys preset gdt entry: \"{}\"", assetName);
return AssetCreationResult::Failure();
}
return m_info_string_loader.CreateAsset(assetName, infoString, context);
}
private:
IGdtQueryable& m_gdt;
phys_preset::InfoStringLoaderT5 m_info_string_loader;
};
} // namespace
namespace phys_preset
{
std::unique_ptr<AssetCreator<AssetPhysPreset>> CreateGdtLoaderT5(MemoryManager& memory, IGdtQueryable& gdt, Zone& zone)
{
return std::make_unique<GdtLoaderPhysPreset>(memory, gdt, zone);
}
} // namespace phys_preset
@@ -0,0 +1,14 @@
#pragma once
#include "Asset/IAssetCreator.h"
#include "Game/T5/T5.h"
#include "Gdt/IGdtQueryable.h"
#include "SearchPath/ISearchPath.h"
#include "Utils/MemoryManager.h"
#include <memory>
namespace phys_preset
{
std::unique_ptr<AssetCreator<T5::AssetPhysPreset>> CreateGdtLoaderT5(MemoryManager& memory, IGdtQueryable& gdt, Zone& zone);
} // namespace phys_preset
@@ -0,0 +1,100 @@
#include "InfoStringLoaderPhysPresetT5.h"
#include "Game/T5/InfoString/InfoStringToStructConverter.h"
#include "Game/T5/ObjConstantsT5.h"
#include "Game/T5/PhysPreset/PhysPresetFields.h"
#include "Game/T5/T5.h"
#include "Utils/Logging/Log.h"
#include <algorithm>
#include <cassert>
#include <cstring>
#include <format>
#include <iostream>
#include <limits>
using namespace T5;
namespace
{
class InfoStringToPhysPresetConverter final : public InfoStringToStructConverter
{
protected:
bool ConvertExtensionField(const cspField_t& field, const std::string& value) override
{
assert(false);
return false;
}
public:
InfoStringToPhysPresetConverter(const InfoString& infoString,
PhysPresetInfo& physPreset,
ZoneScriptStrings& zoneScriptStrings,
MemoryManager& memory,
AssetCreationContext& context,
AssetRegistration<AssetPhysPreset>& registration,
const cspField_t* fields,
const size_t fieldCount)
: InfoStringToStructConverter(infoString, &physPreset, zoneScriptStrings, memory, context, registration, fields, fieldCount)
{
}
};
void CopyFromPhysPresetInfo(const PhysPresetInfo& physPresetInfo, PhysPreset& physPreset)
{
physPreset.mass = std::clamp(physPresetInfo.mass, 1.0f, 2000.0f) * 0.001f;
physPreset.bounce = physPresetInfo.bounce;
if (physPresetInfo.isFrictionInfinity != 0)
physPreset.friction = MAX_FRICTION;
else
physPreset.friction = physPresetInfo.friction;
physPreset.bulletForceScale = physPresetInfo.bulletForceScale;
physPreset.explosiveForceScale = physPresetInfo.explosiveForceScale;
physPreset.piecesSpreadFraction = physPresetInfo.piecesSpreadFraction;
physPreset.piecesUpwardVelocity = physPresetInfo.piecesUpwardVelocity;
physPreset.canFloat = physPresetInfo.canFloat;
physPreset.gravityScale = std::clamp(physPresetInfo.gravityScale, 0.01f, 10.0f);
physPreset.centerOfMassOffset = physPresetInfo.centerOfMassOffset;
physPreset.buoyancyBoxMin = physPresetInfo.buoyancyBoxMin;
physPreset.buoyancyBoxMax = physPresetInfo.buoyancyBoxMax;
}
} // namespace
namespace phys_preset
{
InfoStringLoaderT5::InfoStringLoaderT5(MemoryManager& memory, Zone& zone)
: m_memory(memory),
m_zone(zone)
{
}
AssetCreationResult InfoStringLoaderT5::CreateAsset(const std::string& assetName, const InfoString& infoString, AssetCreationContext& context)
{
auto* physPreset = m_memory.Alloc<PhysPreset>();
physPreset->name = m_memory.Dup(assetName.c_str());
AssetRegistration<AssetPhysPreset> registration(assetName, physPreset);
PhysPresetInfo physPresetInfo;
memset(&physPresetInfo, 0, sizeof(physPresetInfo));
InfoStringToPhysPresetConverter converter(infoString,
physPresetInfo,
m_zone.m_script_strings,
m_memory,
context,
registration,
phys_preset_fields,
std::extent_v<decltype(phys_preset_fields)>);
if (!converter.Convert())
{
con::error("Failed to parse phys preset: \"{}\"", assetName);
return AssetCreationResult::Failure();
}
CopyFromPhysPresetInfo(physPresetInfo, *physPreset);
return AssetCreationResult::Success(context.AddAsset(std::move(registration)));
}
} // namespace phys_preset
@@ -0,0 +1,20 @@
#pragma once
#include "Asset/AssetCreationContext.h"
#include "Asset/AssetCreationResult.h"
#include "InfoString/InfoString.h"
namespace phys_preset
{
class InfoStringLoaderT5
{
public:
InfoStringLoaderT5(MemoryManager& memory, Zone& zone);
AssetCreationResult CreateAsset(const std::string& assetName, const InfoString& infoString, AssetCreationContext& context);
private:
MemoryManager& m_memory;
Zone& m_zone;
};
} // namespace phys_preset
@@ -0,0 +1,56 @@
#include "RawLoaderPhysPresetT5.h"
#include "Game/T5/ObjConstantsT5.h"
#include "Game/T5/T5.h"
#include "InfoString/InfoString.h"
#include "InfoStringLoaderPhysPresetT5.h"
#include "PhysPreset/PhysPresetCommon.h"
#include "Utils/Logging/Log.h"
#include <cstring>
#include <format>
#include <iostream>
using namespace T5;
namespace
{
class RawLoaderPhysPreset final : public AssetCreator<AssetPhysPreset>
{
public:
RawLoaderPhysPreset(MemoryManager& memory, ISearchPath& searchPath, Zone& zone)
: m_search_path(searchPath),
m_info_string_loader(memory, zone)
{
}
AssetCreationResult CreateAsset(const std::string& assetName, AssetCreationContext& context) override
{
const auto fileName = phys_preset::GetFileNameForAssetName(assetName);
const auto file = m_search_path.Open(fileName);
if (!file.IsOpen())
return AssetCreationResult::NoAction();
InfoString infoString;
if (!infoString.FromStream(INFO_STRING_PREFIX_PHYS_PRESET, *file.m_stream))
{
con::error("Could not parse as info string file: \"{}\"", fileName);
return AssetCreationResult::Failure();
}
return m_info_string_loader.CreateAsset(assetName, infoString, context);
}
private:
ISearchPath& m_search_path;
phys_preset::InfoStringLoaderT5 m_info_string_loader;
};
} // namespace
namespace phys_preset
{
std::unique_ptr<AssetCreator<AssetPhysPreset>> CreateRawLoaderT5(MemoryManager& memory, ISearchPath& searchPath, Zone& zone)
{
return std::make_unique<RawLoaderPhysPreset>(memory, searchPath, zone);
}
} // namespace phys_preset
@@ -0,0 +1,13 @@
#pragma once
#include "Asset/IAssetCreator.h"
#include "Game/T5/T5.h"
#include "SearchPath/ISearchPath.h"
#include "Utils/MemoryManager.h"
#include <memory>
namespace phys_preset
{
std::unique_ptr<AssetCreator<T5::AssetPhysPreset>> CreateRawLoaderT5(MemoryManager& memory, ISearchPath& searchPath, Zone& zone);
} // namespace phys_preset
+2 -1
View File
@@ -11,6 +11,7 @@
#include "Maps/AddonMapEntsDumperIW5.h" #include "Maps/AddonMapEntsDumperIW5.h"
#include "Menu/MenuDumperIW5.h" #include "Menu/MenuDumperIW5.h"
#include "Menu/MenuListDumperIW5.h" #include "Menu/MenuListDumperIW5.h"
#include "PhysPreset/PhysPresetInfoStringDumperIW5.h"
#include "RawFile/RawFileDumperIW5.h" #include "RawFile/RawFileDumperIW5.h"
#include "Script/ScriptDumperIW5.h" #include "Script/ScriptDumperIW5.h"
#include "Sound/LoadedSoundDumperIW5.h" #include "Sound/LoadedSoundDumperIW5.h"
@@ -22,7 +23,7 @@ using namespace IW5;
void ObjWriter::RegisterAssetDumpers(AssetDumpingContext& context) void ObjWriter::RegisterAssetDumpers(AssetDumpingContext& context)
{ {
// REGISTER_DUMPER(AssetDumperPhysPreset) RegisterAssetDumper(std::make_unique<phys_preset::InfoStringDumperIW5>());
// REGISTER_DUMPER(AssetDumperPhysCollmap) // REGISTER_DUMPER(AssetDumperPhysCollmap)
// REGISTER_DUMPER(AssetDumperXAnimParts) // REGISTER_DUMPER(AssetDumperXAnimParts)
// REGISTER_DUMPER(AssetDumperXModelSurfs) // REGISTER_DUMPER(AssetDumperXModelSurfs)
@@ -0,0 +1,112 @@
#include "PhysPresetInfoStringDumperIW5.h"
#include "Game/IW5/InfoString/EnumStrings.h"
#include "Game/IW5/InfoString/InfoStringFromStructConverter.h"
#include "Game/IW5/ObjConstantsIW5.h"
#include "Game/IW5/PhysPreset/PhysPresetFields.h"
#include "PhysPreset/PhysPresetCommon.h"
#include <algorithm>
#include <cassert>
#include <cmath>
#include <type_traits>
using namespace IW5;
namespace
{
class InfoStringFromPhysPresetConverter final : public InfoStringFromStructConverter
{
protected:
void FillFromExtensionField(const cspField_t& field) override
{
switch (static_cast<physPresetFieldType_t>(field.iFieldType))
{
case PPFT_SCALING:
FillFromEnumInt(std::string(field.szName), field.iOffset, szPhysPresetScalingNames, std::extent_v<decltype(szPhysPresetScalingNames)>);
break;
case PPFT_NUM_FIELD_TYPES:
default:
assert(false);
break;
}
}
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 = physPreset->mass;
physPresetInfo->bounce = physPreset->bounce;
physPresetInfo->friction = physPreset->friction;
physPresetInfo->bulletForceScale = physPreset->bulletForceScale;
physPresetInfo->explosiveForceScale = physPreset->explosiveForceScale;
physPresetInfo->sndAliasPrefix = physPreset->sndAliasPrefix;
physPresetInfo->piecesSpreadFraction = physPreset->piecesSpreadFraction;
physPresetInfo->piecesUpwardVelocity = physPreset->piecesUpwardVelocity;
physPresetInfo->minMomentum = physPreset->minMomentum;
physPresetInfo->maxMomentum = physPreset->maxMomentum;
physPresetInfo->minPitch = physPreset->minPitch;
physPresetInfo->maxPitch = physPreset->maxPitch;
physPresetInfo->volumeType = physPreset->volumeType;
physPresetInfo->pitchType = physPreset->pitchType;
physPresetInfo->tempDefaultToCylinder = physPreset->tempDefaultToCylinder ? 1 : 0;
physPresetInfo->perSurfaceSndAlias = physPreset->perSurfaceSndAlias ? 1 : 0;
}
InfoString CreateInfoString(const 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 phys_preset
{
void InfoStringDumperIW5::DumpAsset(AssetDumpingContext& context, const XAssetInfo<AssetPhysPreset::Type>& asset)
{
// Only dump raw when no gdt available
if (context.m_gdt)
{
const auto infoString = CreateInfoString(asset);
GdtEntry gdtEntry(asset.m_name, GDF_FILENAME_PHYS_PRESET);
infoString.ToGdtProperties(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(INFO_STRING_PREFIX_PHYS_PRESET);
stream.write(stringValue.c_str(), stringValue.size());
}
}
} // namespace phys_preset
@@ -0,0 +1,13 @@
#pragma once
#include "Dumping/AbstractAssetDumper.h"
#include "Game/IW5/IW5.h"
namespace phys_preset
{
class InfoStringDumperIW5 final : public AbstractAssetDumper<IW5::AssetPhysPreset>
{
protected:
void DumpAsset(AssetDumpingContext& context, const XAssetInfo<IW5::AssetPhysPreset::Type>& asset) override;
};
} // namespace phys_preset
@@ -0,0 +1,133 @@
#include "InfoStringFromStructConverter.h"
#include <cassert>
#include <sstream>
using namespace T5;
void InfoStringFromStructConverter::FillFromBaseField(const cspField_t& field)
{
switch (static_cast<csParseFieldType_t>(field.iFieldType))
{
case CSPFT_STRING:
FillFromString(std::string(field.szName), field.iOffset);
break;
case CSPFT_STRING_MAX_STRING_CHARS:
FillFromStringBuffer(std::string(field.szName), field.iOffset, 1024);
break;
case CSPFT_STRING_MAX_QPATH:
FillFromStringBuffer(std::string(field.szName), field.iOffset, 64);
break;
case CSPFT_STRING_MAX_OSPATH:
FillFromStringBuffer(std::string(field.szName), field.iOffset, 256);
break;
case CSPFT_INT:
FillFromInt(std::string(field.szName), field.iOffset);
break;
case CSPFT_BOOL:
FillFromBool(std::string(field.szName), field.iOffset);
break;
case CSPFT_QBOOLEAN:
FillFromQBoolean(std::string(field.szName), field.iOffset);
break;
case CSPFT_FLOAT:
FillFromFloat(std::string(field.szName), field.iOffset);
break;
case CSPFT_MILLISECONDS:
FillFromMilliseconds(std::string(field.szName), field.iOffset);
break;
case CSPFT_FX:
{
const auto* fx = *reinterpret_cast<FxEffectDef**>(reinterpret_cast<uintptr_t>(m_structure) + field.iOffset);
if (fx)
m_info_string.SetValueForKey(std::string(field.szName), std::string(AssetName(fx->name)));
else
m_info_string.SetValueForKey(std::string(field.szName), "");
break;
}
case CSPFT_XMODEL:
{
const auto* model = *reinterpret_cast<XModel**>(reinterpret_cast<uintptr_t>(m_structure) + field.iOffset);
if (model)
m_info_string.SetValueForKey(std::string(field.szName), std::string(AssetName(model->name)));
else
m_info_string.SetValueForKey(std::string(field.szName), "");
break;
}
case CSPFT_MATERIAL:
case CSPFT_MATERIAL_STREAM:
{
const auto* material = *reinterpret_cast<Material**>(reinterpret_cast<uintptr_t>(m_structure) + field.iOffset);
if (material)
m_info_string.SetValueForKey(std::string(field.szName), std::string(AssetName(material->info.name)));
else
m_info_string.SetValueForKey(std::string(field.szName), "");
break;
}
case CSPFT_PHYS_PRESET:
{
const auto* physPreset = *reinterpret_cast<PhysPreset**>(reinterpret_cast<uintptr_t>(m_structure) + field.iOffset);
if (physPreset)
m_info_string.SetValueForKey(std::string(field.szName), std::string(AssetName(physPreset->name)));
else
m_info_string.SetValueForKey(std::string(field.szName), "");
break;
}
case CSPFT_SCRIPT_STRING:
FillFromScriptString(std::string(field.szName), field.iOffset);
break;
case CSPFT_NUM_BASE_FIELD_TYPES:
default:
assert(false);
break;
}
}
void InfoStringFromStructConverter::FillInfoString()
{
for (auto fieldIndex = 0u; fieldIndex < m_field_count; fieldIndex++)
{
const auto& field = m_fields[fieldIndex];
assert(field.iFieldType >= 0);
if (field.iFieldType < CSPFT_NUM_BASE_FIELD_TYPES)
FillFromBaseField(field);
else
FillFromExtensionField(field);
}
}
InfoStringFromStructConverter::InfoStringFromStructConverter(const void* structure, const cspField_t* fields, const size_t fieldCount)
: InfoStringFromStructConverterBase(structure),
m_fields(fields),
m_field_count(fieldCount)
{
}
InfoStringFromStructConverter::InfoStringFromStructConverter(const void* structure,
const cspField_t* fields,
const size_t fieldCount,
std::function<std::string(scr_string_t)> scriptStringValueCallback)
: InfoStringFromStructConverterBase(structure, std::move(scriptStringValueCallback)),
m_fields(fields),
m_field_count(fieldCount)
{
}
@@ -0,0 +1,24 @@
#pragma once
#include "Game/T5/T5.h"
#include "InfoString/InfoStringFromStructConverterBase.h"
namespace T5
{
class InfoStringFromStructConverter : public InfoStringFromStructConverterBase
{
protected:
const cspField_t* m_fields;
size_t m_field_count;
virtual void FillFromExtensionField(const cspField_t& field) = 0;
void FillFromBaseField(const cspField_t& field);
void FillInfoString() override;
public:
InfoStringFromStructConverter(const void* structure, const cspField_t* fields, size_t fieldCount);
InfoStringFromStructConverter(const void* structure,
const cspField_t* fields,
size_t fieldCount,
std::function<std::string(scr_string_t)> scriptStringValueCallback);
};
} // namespace T5
+2 -1
View File
@@ -5,6 +5,7 @@
#include "Game/T5/XModel/XModelDumperT5.h" #include "Game/T5/XModel/XModelDumperT5.h"
#include "Image/ImageDumperT5.h" #include "Image/ImageDumperT5.h"
#include "Localize/LocalizeDumperT5.h" #include "Localize/LocalizeDumperT5.h"
#include "PhysPreset/PhysPresetInfoStringDumperT5.h"
#include "RawFile/RawFileDumperT5.h" #include "RawFile/RawFileDumperT5.h"
#include "StringTable/StringTableDumperT5.h" #include "StringTable/StringTableDumperT5.h"
@@ -12,7 +13,7 @@ using namespace T5;
void ObjWriter::RegisterAssetDumpers(AssetDumpingContext& context) void ObjWriter::RegisterAssetDumpers(AssetDumpingContext& context)
{ {
// REGISTER_DUMPER(AssetDumperPhysPreset, m_phys_preset) RegisterAssetDumper(std::make_unique<phys_preset::InfoStringDumperT5>());
// REGISTER_DUMPER(AssetDumperPhysConstraints, m_phys_constraints) // REGISTER_DUMPER(AssetDumperPhysConstraints, m_phys_constraints)
// REGISTER_DUMPER(AssetDumperDestructibleDef, m_destructible_def) // REGISTER_DUMPER(AssetDumperDestructibleDef, m_destructible_def)
// REGISTER_DUMPER(AssetDumperXAnimParts, m_xanim_parts) // REGISTER_DUMPER(AssetDumperXAnimParts, m_xanim_parts)
@@ -0,0 +1,108 @@
#include "PhysPresetInfoStringDumperT5.h"
#include "Game/T5/InfoString/InfoStringFromStructConverter.h"
#include "Game/T5/ObjConstantsT5.h"
#include "Game/T5/PhysPreset/PhysPresetFields.h"
#include "PhysPreset/PhysPresetCommon.h"
#include <algorithm>
#include <cassert>
#include <cmath>
#include <type_traits>
using namespace T5;
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 (physPreset->friction >= MAX_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(const 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 phys_preset
{
void InfoStringDumperT5::DumpAsset(AssetDumpingContext& context, const XAssetInfo<AssetPhysPreset::Type>& asset)
{
// Only dump raw when no gdt available
if (context.m_gdt)
{
const auto infoString = CreateInfoString(asset);
GdtEntry gdtEntry(asset.m_name, GDF_FILENAME_PHYS_PRESET);
infoString.ToGdtProperties(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(INFO_STRING_PREFIX_PHYS_PRESET);
stream.write(stringValue.c_str(), stringValue.size());
}
}
} // namespace phys_preset
@@ -0,0 +1,13 @@
#pragma once
#include "Dumping/AbstractAssetDumper.h"
#include "Game/T5/T5.h"
namespace phys_preset
{
class InfoStringDumperT5 final : public AbstractAssetDumper<T5::AssetPhysPreset>
{
protected:
void DumpAsset(AssetDumpingContext& context, const XAssetInfo<T5::AssetPhysPreset::Type>& asset) override;
};
} // namespace phys_preset