Add physconstraints loading

This commit is contained in:
Jan 2021-03-27 14:00:55 +01:00
parent 0dd7de3a0d
commit 7d4029b21f
3 changed files with 139 additions and 1 deletions

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@ -0,0 +1,119 @@
#include "AssetLoaderPhysConstraints.h"
#include <cstring>
#include <iostream>
#include <cassert>
#include "Game/T6/ObjConstantsT6.h"
#include "Game/T6/T6.h"
#include "Game/T6/InfoString/EnumStrings.h"
#include "Game/T6/InfoString/InfoStringToStructConverter.h"
#include "Game/T6/InfoString/PhysConstraintsFields.h"
#include "InfoString/InfoString.h"
using namespace T6;
namespace T6
{
class InfoStringToPhysConstraintsConverter final : public InfoStringToStructConverter
{
protected:
bool ConvertExtensionField(const cspField_t& field, const std::string& value) override
{
switch (static_cast<constraintsFieldType_t>(field.iFieldType))
{
case CFT_TYPE:
return ConvertEnumInt(value, field.iOffset, s_constraintTypeNames, std::extent<decltype(s_constraintTypeNames)>::value);
default:
assert(false);
return false;
}
}
public:
InfoStringToPhysConstraintsConverter(const InfoString& infoString, PhysConstraints* physConstraints, ZoneScriptStrings& zoneScriptStrings, MemoryManager* memory, IAssetLoadingManager* manager,
const cspField_t* fields, const size_t fieldCount)
: InfoStringToStructConverter(infoString, physConstraints, zoneScriptStrings, memory, manager, fields, fieldCount)
{
}
};
}
void AssetLoaderPhysConstraints::CalculatePhysConstraintsFields(PhysConstraints* physConstraints, Zone* zone)
{
for(auto& constraint : physConstraints->data)
{
constraint.targetname = zone->m_script_strings.AddOrGetScriptString("");
constraint.target_ent1 = zone->m_script_strings.AddOrGetScriptString("");
constraint.target_ent2 = zone->m_script_strings.AddOrGetScriptString("");
constraint.attach_point_type1 = ATTACH_POINT_BONE;
constraint.attach_point_type2 = ATTACH_POINT_BONE;
constraint.target_bone1 = "";
constraint.target_bone2 = "";
}
// count
{
auto foundEnd = false;
for (auto i = 0u; i < std::extent<decltype(PhysConstraints::data)>::value; i++)
{
if (physConstraints->data[i].type == CONSTRAINT_NONE)
{
foundEnd = true;
physConstraints->count = i;
break;
}
}
if (!foundEnd)
physConstraints->count = std::extent<decltype(PhysConstraints::data)>::value;
}
}
void* AssetLoaderPhysConstraints::CreateEmptyAsset(const std::string& assetName, MemoryManager* memory)
{
auto* physConstraints = memory->Create<PhysConstraints>();
memset(physConstraints, 0, sizeof(PhysConstraints));
physConstraints->name = memory->Dup(assetName.c_str());
return physConstraints;
}
bool AssetLoaderPhysConstraints::CanLoadFromRaw() const
{
return true;
}
bool AssetLoaderPhysConstraints::LoadFromRaw(const std::string& assetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager, Zone* zone) const
{
const auto fileName = "physconstraints/" + assetName;
const auto file = searchPath->Open(fileName);
if (!file.IsOpen())
return false;
InfoString infoString;
if (!infoString.FromStream(ObjConstants::INFO_STRING_PREFIX_PHYS_CONSTRAINTS, *file.m_stream))
{
std::cout << "Failed to read phys constraints raw file: \"" << fileName << "\"" << std::endl;
return true;
}
auto* physConstraints = memory->Create<PhysConstraints>();
memset(physConstraints, 0, sizeof(PhysConstraints));
InfoStringToPhysConstraintsConverter converter(infoString, physConstraints, zone->m_script_strings, memory, manager, phys_constraints_fields, std::extent<decltype(phys_constraints_fields)>::value);
if (!converter.Convert())
{
std::cout << "Failed to parse phys constraints raw file: \"" << fileName << "\"" << std::endl;
return true;
}
CalculatePhysConstraintsFields(physConstraints, zone);
physConstraints->name = memory->Dup(assetName.c_str());
auto scrStrings = converter.GetUsedScriptStrings();
scrStrings.push_back(zone->m_script_strings.AddOrGetScriptString(""));
manager->AddAsset(ASSET_TYPE_PHYSCONSTRAINTS, assetName, physConstraints, converter.GetDependencies(), scrStrings);
return true;
}

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@ -0,0 +1,18 @@
#pragma once
#include "Game/T6/T6.h"
#include "AssetLoading/BasicAssetLoader.h"
#include "AssetLoading/IAssetLoadingManager.h"
#include "SearchPath/ISearchPath.h"
namespace T6
{
class AssetLoaderPhysConstraints final : public BasicAssetLoader<ASSET_TYPE_PHYSCONSTRAINTS, PhysConstraints>
{
static void CalculatePhysConstraintsFields(PhysConstraints* physConstraints, Zone* zone);
public:
_NODISCARD void* CreateEmptyAsset(const std::string& assetName, MemoryManager* memory) override;
_NODISCARD bool CanLoadFromRaw() const override;
bool LoadFromRaw(const std::string& assetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager, Zone* zone) const override;
};
}

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@ -6,6 +6,7 @@
#include "ObjLoading.h"
#include "AssetLoaders/AssetLoaderFontIcon.h"
#include "AssetLoaders/AssetLoaderLocalizeEntry.h"
#include "AssetLoaders/AssetLoaderPhysConstraints.h"
#include "AssetLoaders/AssetLoaderPhysPreset.h"
#include "AssetLoaders/AssetLoaderQdb.h"
#include "AssetLoaders/AssetLoaderRawFile.h"
@ -34,7 +35,7 @@ namespace T6
#define BASIC_LOADER(assetType, assetClass) BasicAssetLoader<assetType, assetClass>
REGISTER_ASSET_LOADER(AssetLoaderPhysPreset)
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_PHYSCONSTRAINTS, PhysConstraints))
REGISTER_ASSET_LOADER(AssetLoaderPhysConstraints)
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_DESTRUCTIBLEDEF, DestructibleDef))
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_XANIMPARTS, XAnimParts))
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_XMODEL, XModel))