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https://github.com/Laupetin/OpenAssetTools.git
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Add phys preset loading
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679fb6d398
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102
src/ObjLoading/Game/T6/AssetLoaders/AssetLoaderPhysPreset.cpp
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102
src/ObjLoading/Game/T6/AssetLoaders/AssetLoaderPhysPreset.cpp
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@ -0,0 +1,102 @@
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#include "AssetLoaderPhysPreset.h"
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#include <algorithm>
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#include <cstring>
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#include <iostream>
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#include <cassert>
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#include <limits>
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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/InfoStringToStructConverter.h"
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#include "Game/T6/InfoString/PhysPresetFields.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 InfoStringToPhysPresetConverter 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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assert(false);
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return false;
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}
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public:
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InfoStringToPhysPresetConverter(const InfoString& infoString, PhysPresetInfo* physPreset, ZoneScriptStrings& zoneScriptStrings, MemoryManager* memory, IAssetLoadingManager* manager,
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const cspField_t* fields, const size_t fieldCount)
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: InfoStringToStructConverter(infoString, physPreset, 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 AssetLoaderPhysPreset::CopyFromPhysPresetInfo(const PhysPresetInfo* physPresetInfo, PhysPreset* physPreset)
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{
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physPreset->mass = std::clamp(physPresetInfo->mass, 1.0f, 2000.0f) * 0.001f;
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physPreset->bounce = physPresetInfo->bounce;
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if (physPresetInfo->isFrictionInfinity != 0)
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physPreset->friction = std::numeric_limits<float>::infinity();
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else
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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->piecesSpreadFraction = physPresetInfo->piecesSpreadFraction;
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physPreset->piecesUpwardVelocity = physPresetInfo->piecesUpwardVelocity;
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physPreset->canFloat = physPresetInfo->canFloat;
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physPreset->gravityScale = std::clamp(physPresetInfo->gravityScale, 0.01f, 10.0f);
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physPreset->centerOfMassOffset = physPresetInfo->centerOfMassOffset;
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physPreset->buoyancyBoxMin = physPresetInfo->buoyancyBoxMin;
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physPreset->buoyancyBoxMax = physPresetInfo->buoyancyBoxMax;
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}
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void* AssetLoaderPhysPreset::CreateEmptyAsset(const std::string& assetName, MemoryManager* memory)
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{
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auto* physPreset = memory->Create<PhysPreset>();
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memset(physPreset, 0, sizeof(PhysPreset));
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physPreset->name = memory->Dup(assetName.c_str());
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return physPreset;
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}
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bool AssetLoaderPhysPreset::CanLoadFromRaw() const
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{
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return true;
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}
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bool AssetLoaderPhysPreset::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 = "physic/" + 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_PRESET, *file.m_stream))
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{
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std::cout << "Failed to read phys preset raw file: \"" << fileName << "\"" << std::endl;
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return true;
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}
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auto presetInfo = std::make_unique<PhysPresetInfo>();
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memset(presetInfo.get(), 0, sizeof(PhysPresetInfo));
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InfoStringToPhysPresetConverter converter(infoString, presetInfo.get(), zone->m_script_strings, memory, manager, phys_preset_fields, std::extent<decltype(phys_preset_fields)>::value);
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if (!converter.Convert())
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{
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std::cout << "Failed to parse phys preset raw file: \"" << fileName << "\"" << std::endl;
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return true;
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}
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auto* physPreset = memory->Create<PhysPreset>();
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CopyFromPhysPresetInfo(presetInfo.get(), physPreset);
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physPreset->name = memory->Dup(assetName.c_str());
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manager->AddAsset(ASSET_TYPE_PHYSPRESET, assetName, physPreset, converter.GetDependencies(), converter.GetUsedScriptStrings());
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return true;
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}
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18
src/ObjLoading/Game/T6/AssetLoaders/AssetLoaderPhysPreset.h
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18
src/ObjLoading/Game/T6/AssetLoaders/AssetLoaderPhysPreset.h
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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 AssetLoaderPhysPreset final : public BasicAssetLoader<ASSET_TYPE_PHYSPRESET, PhysPreset>
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{
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static void CopyFromPhysPresetInfo(const PhysPresetInfo* physPresetInfo, PhysPreset* physPreset);
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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/AssetLoaderPhysPreset.h"
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#include "AssetLoaders/AssetLoaderQdb.h"
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#include "AssetLoaders/AssetLoaderRawFile.h"
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#include "AssetLoaders/AssetLoaderScriptParseTree.h"
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@ -32,7 +33,7 @@ namespace T6
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#define REGISTER_ASSET_LOADER(t) {auto l = std::make_unique<t>(); m_asset_loaders_by_type[l->GetHandlingAssetType()] = std::move(l);}
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#define BASIC_LOADER(assetType, assetClass) BasicAssetLoader<assetType, assetClass>
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_PHYSPRESET, PhysPreset))
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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(BASIC_LOADER(ASSET_TYPE_DESTRUCTIBLEDEF, DestructibleDef))
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_XANIMPARTS, XAnimParts))
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