Add phys preset loading

This commit is contained in:
Jan 2021-03-27 10:50:20 +01:00
parent 679fb6d398
commit 8030a0238f
3 changed files with 122 additions and 1 deletions

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@ -0,0 +1,102 @@
#include "AssetLoaderPhysPreset.h"
#include <algorithm>
#include <cstring>
#include <iostream>
#include <cassert>
#include <limits>
#include "Game/T6/ObjConstantsT6.h"
#include "Game/T6/T6.h"
#include "Game/T6/InfoString/InfoStringToStructConverter.h"
#include "Game/T6/InfoString/PhysPresetFields.h"
#include "InfoString/InfoString.h"
using namespace T6;
namespace T6
{
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, IAssetLoadingManager* manager,
const cspField_t* fields, const size_t fieldCount)
: InfoStringToStructConverter(infoString, physPreset, zoneScriptStrings, memory, manager, fields, fieldCount)
{
}
};
}
void AssetLoaderPhysPreset::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 = std::numeric_limits<float>::infinity();
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;
}
void* AssetLoaderPhysPreset::CreateEmptyAsset(const std::string& assetName, MemoryManager* memory)
{
auto* physPreset = memory->Create<PhysPreset>();
memset(physPreset, 0, sizeof(PhysPreset));
physPreset->name = memory->Dup(assetName.c_str());
return physPreset;
}
bool AssetLoaderPhysPreset::CanLoadFromRaw() const
{
return true;
}
bool AssetLoaderPhysPreset::LoadFromRaw(const std::string& assetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager, Zone* zone) const
{
const auto fileName = "physic/" + assetName;
const auto file = searchPath->Open(fileName);
if (!file.IsOpen())
return false;
InfoString infoString;
if (!infoString.FromStream(ObjConstants::INFO_STRING_PREFIX_PHYS_PRESET, *file.m_stream))
{
std::cout << "Failed to read phys preset raw file: \"" << fileName << "\"" << std::endl;
return true;
}
auto presetInfo = std::make_unique<PhysPresetInfo>();
memset(presetInfo.get(), 0, sizeof(PhysPresetInfo));
InfoStringToPhysPresetConverter converter(infoString, presetInfo.get(), zone->m_script_strings, memory, manager, phys_preset_fields, std::extent<decltype(phys_preset_fields)>::value);
if (!converter.Convert())
{
std::cout << "Failed to parse phys preset raw file: \"" << fileName << "\"" << std::endl;
return true;
}
auto* physPreset = memory->Create<PhysPreset>();
CopyFromPhysPresetInfo(presetInfo.get(), physPreset);
physPreset->name = memory->Dup(assetName.c_str());
manager->AddAsset(ASSET_TYPE_PHYSPRESET, assetName, physPreset, converter.GetDependencies(), converter.GetUsedScriptStrings());
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 AssetLoaderPhysPreset final : public BasicAssetLoader<ASSET_TYPE_PHYSPRESET, PhysPreset>
{
static void CopyFromPhysPresetInfo(const PhysPresetInfo* physPresetInfo, PhysPreset* physPreset);
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 "ObjLoading.h"
#include "AssetLoaders/AssetLoaderFontIcon.h" #include "AssetLoaders/AssetLoaderFontIcon.h"
#include "AssetLoaders/AssetLoaderLocalizeEntry.h" #include "AssetLoaders/AssetLoaderLocalizeEntry.h"
#include "AssetLoaders/AssetLoaderPhysPreset.h"
#include "AssetLoaders/AssetLoaderQdb.h" #include "AssetLoaders/AssetLoaderQdb.h"
#include "AssetLoaders/AssetLoaderRawFile.h" #include "AssetLoaders/AssetLoaderRawFile.h"
#include "AssetLoaders/AssetLoaderScriptParseTree.h" #include "AssetLoaders/AssetLoaderScriptParseTree.h"
@ -32,7 +33,7 @@ namespace T6
#define REGISTER_ASSET_LOADER(t) {auto l = std::make_unique<t>(); m_asset_loaders_by_type[l->GetHandlingAssetType()] = std::move(l);} #define REGISTER_ASSET_LOADER(t) {auto l = std::make_unique<t>(); m_asset_loaders_by_type[l->GetHandlingAssetType()] = std::move(l);}
#define BASIC_LOADER(assetType, assetClass) BasicAssetLoader<assetType, assetClass> #define BASIC_LOADER(assetType, assetClass) BasicAssetLoader<assetType, assetClass>
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_PHYSPRESET, PhysPreset)) REGISTER_ASSET_LOADER(AssetLoaderPhysPreset)
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_PHYSCONSTRAINTS, PhysConstraints)) REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_PHYSCONSTRAINTS, PhysConstraints))
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_DESTRUCTIBLEDEF, DestructibleDef)) 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_XANIMPARTS, XAnimParts))