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https://github.com/Laupetin/OpenAssetTools.git
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Add physconstraints loading
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@ -0,0 +1,119 @@
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#include "AssetLoaderPhysConstraints.h"
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#include <cstring>
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#include <iostream>
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#include <cassert>
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#include "Game/T6/ObjConstantsT6.h"
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#include "Game/T6/T6.h"
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#include "Game/T6/InfoString/EnumStrings.h"
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#include "Game/T6/InfoString/InfoStringToStructConverter.h"
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#include "Game/T6/InfoString/PhysConstraintsFields.h"
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#include "InfoString/InfoString.h"
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using namespace T6;
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namespace T6
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{
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class InfoStringToPhysConstraintsConverter final : public InfoStringToStructConverter
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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<constraintsFieldType_t>(field.iFieldType))
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{
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case CFT_TYPE:
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return ConvertEnumInt(value, field.iOffset, s_constraintTypeNames, std::extent<decltype(s_constraintTypeNames)>::value);
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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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public:
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InfoStringToPhysConstraintsConverter(const InfoString& infoString, PhysConstraints* physConstraints, ZoneScriptStrings& zoneScriptStrings, MemoryManager* memory, IAssetLoadingManager* manager,
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const cspField_t* fields, const size_t fieldCount)
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: InfoStringToStructConverter(infoString, physConstraints, zoneScriptStrings, memory, manager, fields, fieldCount)
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{
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}
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};
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}
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void AssetLoaderPhysConstraints::CalculatePhysConstraintsFields(PhysConstraints* physConstraints, Zone* zone)
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{
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for(auto& constraint : physConstraints->data)
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{
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constraint.targetname = zone->m_script_strings.AddOrGetScriptString("");
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constraint.target_ent1 = zone->m_script_strings.AddOrGetScriptString("");
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constraint.target_ent2 = zone->m_script_strings.AddOrGetScriptString("");
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constraint.attach_point_type1 = ATTACH_POINT_BONE;
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constraint.attach_point_type2 = ATTACH_POINT_BONE;
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constraint.target_bone1 = "";
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constraint.target_bone2 = "";
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}
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// count
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{
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auto foundEnd = false;
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for (auto i = 0u; i < std::extent<decltype(PhysConstraints::data)>::value; i++)
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{
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if (physConstraints->data[i].type == CONSTRAINT_NONE)
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{
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foundEnd = true;
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physConstraints->count = i;
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break;
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}
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}
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if (!foundEnd)
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physConstraints->count = std::extent<decltype(PhysConstraints::data)>::value;
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}
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}
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void* AssetLoaderPhysConstraints::CreateEmptyAsset(const std::string& assetName, MemoryManager* memory)
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{
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auto* physConstraints = memory->Create<PhysConstraints>();
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memset(physConstraints, 0, sizeof(PhysConstraints));
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physConstraints->name = memory->Dup(assetName.c_str());
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return physConstraints;
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}
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bool AssetLoaderPhysConstraints::CanLoadFromRaw() const
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{
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return true;
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}
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bool AssetLoaderPhysConstraints::LoadFromRaw(const std::string& assetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager, Zone* zone) const
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{
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const auto fileName = "physconstraints/" + assetName;
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const auto file = searchPath->Open(fileName);
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if (!file.IsOpen())
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return false;
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InfoString infoString;
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if (!infoString.FromStream(ObjConstants::INFO_STRING_PREFIX_PHYS_CONSTRAINTS, *file.m_stream))
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{
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std::cout << "Failed to read phys constraints raw file: \"" << fileName << "\"" << std::endl;
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return true;
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}
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auto* physConstraints = memory->Create<PhysConstraints>();
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memset(physConstraints, 0, sizeof(PhysConstraints));
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InfoStringToPhysConstraintsConverter converter(infoString, physConstraints, zone->m_script_strings, memory, manager, phys_constraints_fields, std::extent<decltype(phys_constraints_fields)>::value);
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if (!converter.Convert())
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{
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std::cout << "Failed to parse phys constraints raw file: \"" << fileName << "\"" << std::endl;
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return true;
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}
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CalculatePhysConstraintsFields(physConstraints, zone);
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physConstraints->name = memory->Dup(assetName.c_str());
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auto scrStrings = converter.GetUsedScriptStrings();
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scrStrings.push_back(zone->m_script_strings.AddOrGetScriptString(""));
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manager->AddAsset(ASSET_TYPE_PHYSCONSTRAINTS, assetName, physConstraints, converter.GetDependencies(), scrStrings);
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return true;
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}
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@ -0,0 +1,18 @@
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#pragma once
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#include "Game/T6/T6.h"
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#include "AssetLoading/BasicAssetLoader.h"
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#include "AssetLoading/IAssetLoadingManager.h"
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#include "SearchPath/ISearchPath.h"
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namespace T6
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{
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class AssetLoaderPhysConstraints final : public BasicAssetLoader<ASSET_TYPE_PHYSCONSTRAINTS, PhysConstraints>
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{
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static void CalculatePhysConstraintsFields(PhysConstraints* physConstraints, Zone* zone);
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public:
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_NODISCARD void* CreateEmptyAsset(const std::string& assetName, MemoryManager* memory) override;
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_NODISCARD bool CanLoadFromRaw() const override;
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bool LoadFromRaw(const std::string& assetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager, Zone* zone) const override;
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};
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}
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@ -6,6 +6,7 @@
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#include "ObjLoading.h"
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#include "AssetLoaders/AssetLoaderFontIcon.h"
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#include "AssetLoaders/AssetLoaderLocalizeEntry.h"
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#include "AssetLoaders/AssetLoaderPhysConstraints.h"
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#include "AssetLoaders/AssetLoaderPhysPreset.h"
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#include "AssetLoaders/AssetLoaderQdb.h"
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#include "AssetLoaders/AssetLoaderRawFile.h"
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@ -34,7 +35,7 @@ namespace T6
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#define BASIC_LOADER(assetType, assetClass) BasicAssetLoader<assetType, assetClass>
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REGISTER_ASSET_LOADER(AssetLoaderPhysPreset)
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_PHYSCONSTRAINTS, PhysConstraints))
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REGISTER_ASSET_LOADER(AssetLoaderPhysConstraints)
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_DESTRUCTIBLEDEF, DestructibleDef))
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_XANIMPARTS, XAnimParts))
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_XMODEL, XModel))
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