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mirror of https://github.com/Laupetin/OpenAssetTools.git synced 2025-07-04 18:21:49 +00:00

chore: replace custom vector, quaternion, matrix implementation with eigen library

This commit is contained in:
Jan
2024-05-12 18:35:32 +02:00
parent 9979275f8c
commit c89a6631b0
16 changed files with 147 additions and 694 deletions

View File

@ -1,7 +1,6 @@
#include "AssetDumperXModel.h"
#include "Game/IW3/CommonIW3.h"
#include "Math/Quaternion.h"
#include "ObjWriting.h"
#include "Utils/DistinctMapper.h"
#include "Utils/HalfFloat.h"
@ -125,25 +124,31 @@ namespace
bone.globalOffset[0] = model->baseMat[boneNum].trans[0];
bone.globalOffset[1] = model->baseMat[boneNum].trans[1];
bone.globalOffset[2] = model->baseMat[boneNum].trans[2];
bone.globalRotation = Quaternion32(
model->baseMat[boneNum].quat[0], model->baseMat[boneNum].quat[1], model->baseMat[boneNum].quat[2], model->baseMat[boneNum].quat[3]);
bone.globalRotation = {
model->baseMat[boneNum].quat[0],
model->baseMat[boneNum].quat[1],
model->baseMat[boneNum].quat[2],
model->baseMat[boneNum].quat[3],
};
if (boneNum < model->numRootBones)
{
bone.localOffset[0] = 0;
bone.localOffset[1] = 0;
bone.localOffset[2] = 0;
bone.localRotation = Quaternion32(0, 0, 0, 1);
bone.localRotation = {0, 0, 0, 1};
}
else
{
bone.localOffset[0] = model->trans[boneNum - model->numRootBones][0];
bone.localOffset[1] = model->trans[boneNum - model->numRootBones][1];
bone.localOffset[2] = model->trans[boneNum - model->numRootBones][2];
bone.localRotation = Quaternion32(QuatInt16::ToFloat(model->quats[boneNum - model->numRootBones][0]),
QuatInt16::ToFloat(model->quats[boneNum - model->numRootBones][1]),
QuatInt16::ToFloat(model->quats[boneNum - model->numRootBones][2]),
QuatInt16::ToFloat(model->quats[boneNum - model->numRootBones][3]));
bone.localRotation = {
QuatInt16::ToFloat(model->quats[boneNum - model->numRootBones][0]),
QuatInt16::ToFloat(model->quats[boneNum - model->numRootBones][1]),
QuatInt16::ToFloat(model->quats[boneNum - model->numRootBones][2]),
QuatInt16::ToFloat(model->quats[boneNum - model->numRootBones][3]),
};
}
out.m_bones.emplace_back(std::move(bone));

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@ -3,9 +3,9 @@
#include "Game/IW4/MaterialConstantsIW4.h"
#include "Game/IW4/ObjConstantsIW4.h"
#include "Game/IW4/TechsetConstantsIW4.h"
#include "Math/Vector.h"
#include "Utils/ClassUtils.h"
#include <Eigen>
#include <iomanip>
#include <nlohmann/json.hpp>
#include <sstream>
@ -450,7 +450,7 @@ namespace IW4
class ConstantsInfo
{
public:
Vector4f m_color_tint = Vector4f(1.0f, 1.0f, 1.0f, 1.0f);
Eigen::Vector4f m_color_tint = Eigen::Vector4f(1.0f, 1.0f, 1.0f, 1.0f);
float m_env_map_min = 0.2f;
float m_env_map_max = 1.0f;
float m_env_map_exponent = 2.5f;
@ -460,13 +460,13 @@ namespace IW4
float m_falloff_end_angle = 65.0f;
float m_dist_falloff_begin_distance = 200.0f;
float m_dist_falloff_end_distance = 10.0f;
Vector4f m_falloff_begin_color = Vector4f(1.0f, 1.0f, 1.0f, 1.0f);
Vector4f m_falloff_end_color = Vector4f(0.5f, 0.5f, 0.5f, 0.5f);
Vector2f m_detail_scale = Vector2f(8.0f, 8.0f);
Vector2f m_distortion_scale = Vector2f(0.5f, 0.5f);
Vector4f m_color_obj_min = Vector4f(0.0f, 0.0f, 0.0f, 0.0f);
Vector4f m_color_obj_max = Vector4f(1.0f, 1.0f, 1.0f, 1.0f);
Vector4f m_water_color = Vector4f(1.0f, 1.0f, 1.0f, 1.0f);
Eigen::Vector4f m_falloff_begin_color = Eigen::Vector4f(1.0f, 1.0f, 1.0f, 1.0f);
Eigen::Vector4f m_falloff_end_color = Eigen::Vector4f(0.5f, 0.5f, 0.5f, 0.5f);
Eigen::Vector2f m_detail_scale = Eigen::Vector2f(8.0f, 8.0f);
Eigen::Vector2f m_distortion_scale = Eigen::Vector2f(0.5f, 0.5f);
Eigen::Vector4f m_color_obj_min = Eigen::Vector4f(0.0f, 0.0f, 0.0f, 0.0f);
Eigen::Vector4f m_color_obj_max = Eigen::Vector4f(1.0f, 1.0f, 1.0f, 1.0f);
Eigen::Vector4f m_water_color = Eigen::Vector4f(1.0f, 1.0f, 1.0f, 1.0f);
// Speed in which the wave animation is played
float m_flag_speed = 1.0f;
@ -497,7 +497,7 @@ namespace IW4
m_entry.m_properties.emplace(std::make_pair(key, std::move(value)));
}
void SetValue(const std::string& key, const Vector4f& v)
void SetValue(const std::string& key, const Eigen::Vector4f& v)
{
std::ostringstream ss;
ss << v.x() << " " << v.y() << " " << v.z() << " " << v.w();
@ -1183,7 +1183,7 @@ namespace IW4
if (constant.nameHash == Common::R_HashString("colorTint"))
{
m_constants_info.m_color_tint = Vector4f(constant.literal);
m_constants_info.m_color_tint = Eigen::Vector4f(constant.literal);
}
else if (constant.nameHash == Common::R_HashString("envMapParms"))
{
@ -1198,11 +1198,11 @@ namespace IW4
}
else if (constant.nameHash == Common::R_HashString("falloffBeginColor"))
{
m_constants_info.m_falloff_begin_color = Vector4f(constant.literal);
m_constants_info.m_falloff_begin_color = Eigen::Vector4f(constant.literal);
}
else if (constant.nameHash == Common::R_HashString("falloffEndColor"))
{
m_constants_info.m_falloff_end_color = Vector4f(constant.literal);
m_constants_info.m_falloff_end_color = Eigen::Vector4f(constant.literal);
}
else if (constant.nameHash == Common::R_HashString("eyeOffsetParms"))
{
@ -1227,14 +1227,15 @@ namespace IW4
{
const auto detailScaleFactorX = static_cast<float>(colorMapTexture->width) / static_cast<float>(detailMapTexture->width);
const auto detailScaleFactorY = static_cast<float>(colorMapTexture->height) / static_cast<float>(detailMapTexture->height);
m_constants_info.m_detail_scale = Vector2f(constant.literal[0] / detailScaleFactorX, constant.literal[1] / detailScaleFactorY);
m_constants_info.m_detail_scale =
Eigen::Vector2f(constant.literal[0] / detailScaleFactorX, constant.literal[1] / detailScaleFactorY);
}
else
m_constants_info.m_detail_scale = Vector2f(constant.literal[0], constant.literal[1]);
m_constants_info.m_detail_scale = Eigen::Vector2f(constant.literal[0], constant.literal[1]);
}
else
{
m_constants_info.m_detail_scale = Vector2f(constant.literal[0], constant.literal[1]);
m_constants_info.m_detail_scale = Eigen::Vector2f(constant.literal[0], constant.literal[1]);
}
}
else if (constant.nameHash == Common::R_HashString("flagParms"))
@ -1252,7 +1253,7 @@ namespace IW4
}
else if (constant.nameHash == Common::R_HashString("distortionScale"))
{
m_constants_info.m_distortion_scale = Vector2f(constant.literal[0], constant.literal[1]);
m_constants_info.m_distortion_scale = Eigen::Vector2f(constant.literal[0], constant.literal[1]);
}
else if (constant.nameHash == Common::R_HashString("uvAnimParms"))
{
@ -1262,15 +1263,15 @@ namespace IW4
}
else if (constant.nameHash == Common::R_HashString("colorObjMin"))
{
m_constants_info.m_color_obj_min = Vector4f(constant.literal);
m_constants_info.m_color_obj_min = Eigen::Vector4f(constant.literal);
}
else if (constant.nameHash == Common::R_HashString("colorObjMax"))
{
m_constants_info.m_color_obj_max = Vector4f(constant.literal);
m_constants_info.m_color_obj_max = Eigen::Vector4f(constant.literal);
}
else if (constant.nameHash == Common::R_HashString("waterColor"))
{
m_constants_info.m_water_color = Vector4f(constant.literal);
m_constants_info.m_water_color = Eigen::Vector4f(constant.literal);
}
else
{

View File

@ -1,7 +1,6 @@
#include "AssetDumperXModel.h"
#include "Game/IW4/CommonIW4.h"
#include "Math/Quaternion.h"
#include "ObjWriting.h"
#include "Utils/DistinctMapper.h"
#include "Utils/HalfFloat.h"
@ -120,25 +119,31 @@ namespace
bone.globalOffset[0] = model->baseMat[boneNum].trans[0];
bone.globalOffset[1] = model->baseMat[boneNum].trans[1];
bone.globalOffset[2] = model->baseMat[boneNum].trans[2];
bone.globalRotation = Quaternion32(
model->baseMat[boneNum].quat[0], model->baseMat[boneNum].quat[1], model->baseMat[boneNum].quat[2], model->baseMat[boneNum].quat[3]);
bone.globalRotation = {
model->baseMat[boneNum].quat[0],
model->baseMat[boneNum].quat[1],
model->baseMat[boneNum].quat[2],
model->baseMat[boneNum].quat[3],
};
if (boneNum < model->numRootBones)
{
bone.localOffset[0] = 0;
bone.localOffset[1] = 0;
bone.localOffset[2] = 0;
bone.localRotation = Quaternion32(0, 0, 0, 1);
bone.localRotation = {0, 0, 0, 1};
}
else
{
bone.localOffset[0] = model->trans[boneNum - model->numRootBones][0];
bone.localOffset[1] = model->trans[boneNum - model->numRootBones][1];
bone.localOffset[2] = model->trans[boneNum - model->numRootBones][2];
bone.localRotation = Quaternion32(QuatInt16::ToFloat(model->quats[boneNum - model->numRootBones][0]),
QuatInt16::ToFloat(model->quats[boneNum - model->numRootBones][1]),
QuatInt16::ToFloat(model->quats[boneNum - model->numRootBones][2]),
QuatInt16::ToFloat(model->quats[boneNum - model->numRootBones][3]));
bone.localRotation = {
QuatInt16::ToFloat(model->quats[boneNum - model->numRootBones][0]),
QuatInt16::ToFloat(model->quats[boneNum - model->numRootBones][1]),
QuatInt16::ToFloat(model->quats[boneNum - model->numRootBones][2]),
QuatInt16::ToFloat(model->quats[boneNum - model->numRootBones][3]),
};
}
out.m_bones.emplace_back(std::move(bone));

View File

@ -1,7 +1,6 @@
#include "AssetDumperXModel.h"
#include "Game/IW5/CommonIW5.h"
#include "Math/Quaternion.h"
#include "ObjWriting.h"
#include "Utils/DistinctMapper.h"
#include "Utils/HalfFloat.h"
@ -120,25 +119,31 @@ namespace
bone.globalOffset[0] = model->baseMat[boneNum].trans[0];
bone.globalOffset[1] = model->baseMat[boneNum].trans[1];
bone.globalOffset[2] = model->baseMat[boneNum].trans[2];
bone.globalRotation = Quaternion32(
model->baseMat[boneNum].quat[0], model->baseMat[boneNum].quat[1], model->baseMat[boneNum].quat[2], model->baseMat[boneNum].quat[3]);
bone.globalRotation = {
model->baseMat[boneNum].quat[0],
model->baseMat[boneNum].quat[1],
model->baseMat[boneNum].quat[2],
model->baseMat[boneNum].quat[3],
};
if (boneNum < model->numRootBones)
{
bone.localOffset[0] = 0;
bone.localOffset[1] = 0;
bone.localOffset[2] = 0;
bone.localRotation = Quaternion32(0, 0, 0, 1);
bone.localRotation = {0, 0, 0, 1};
}
else
{
bone.localOffset[0] = model->trans[boneNum - model->numRootBones][0];
bone.localOffset[1] = model->trans[boneNum - model->numRootBones][1];
bone.localOffset[2] = model->trans[boneNum - model->numRootBones][2];
bone.localRotation = Quaternion32(QuatInt16::ToFloat(model->quats[boneNum - model->numRootBones][0]),
QuatInt16::ToFloat(model->quats[boneNum - model->numRootBones][1]),
QuatInt16::ToFloat(model->quats[boneNum - model->numRootBones][2]),
QuatInt16::ToFloat(model->quats[boneNum - model->numRootBones][3]));
bone.localRotation = {
QuatInt16::ToFloat(model->quats[boneNum - model->numRootBones][0]),
QuatInt16::ToFloat(model->quats[boneNum - model->numRootBones][1]),
QuatInt16::ToFloat(model->quats[boneNum - model->numRootBones][2]),
QuatInt16::ToFloat(model->quats[boneNum - model->numRootBones][3]),
};
}
out.m_bones.emplace_back(std::move(bone));

View File

@ -1,7 +1,6 @@
#include "AssetDumperXModel.h"
#include "Game/T5/CommonT5.h"
#include "Math/Quaternion.h"
#include "ObjWriting.h"
#include "Utils/DistinctMapper.h"
#include "Utils/HalfFloat.h"
@ -125,25 +124,31 @@ namespace
bone.globalOffset[0] = model->baseMat[boneNum].trans[0];
bone.globalOffset[1] = model->baseMat[boneNum].trans[1];
bone.globalOffset[2] = model->baseMat[boneNum].trans[2];
bone.globalRotation = Quaternion32(
model->baseMat[boneNum].quat[0], model->baseMat[boneNum].quat[1], model->baseMat[boneNum].quat[2], model->baseMat[boneNum].quat[3]);
bone.globalRotation = {
model->baseMat[boneNum].quat[0],
model->baseMat[boneNum].quat[1],
model->baseMat[boneNum].quat[2],
model->baseMat[boneNum].quat[3],
};
if (boneNum < model->numRootBones)
{
bone.localOffset[0] = 0;
bone.localOffset[1] = 0;
bone.localOffset[2] = 0;
bone.localRotation = Quaternion32(0, 0, 0, 1);
bone.localRotation = {0, 0, 0, 1};
}
else
{
bone.localOffset[0] = model->trans[boneNum - model->numRootBones][0];
bone.localOffset[1] = model->trans[boneNum - model->numRootBones][1];
bone.localOffset[2] = model->trans[boneNum - model->numRootBones][2];
bone.localRotation = Quaternion32(QuatInt16::ToFloat(model->quats[boneNum - model->numRootBones][0]),
QuatInt16::ToFloat(model->quats[boneNum - model->numRootBones][1]),
QuatInt16::ToFloat(model->quats[boneNum - model->numRootBones][2]),
QuatInt16::ToFloat(model->quats[boneNum - model->numRootBones][3]));
bone.localRotation = {
QuatInt16::ToFloat(model->quats[boneNum - model->numRootBones][0]),
QuatInt16::ToFloat(model->quats[boneNum - model->numRootBones][1]),
QuatInt16::ToFloat(model->quats[boneNum - model->numRootBones][2]),
QuatInt16::ToFloat(model->quats[boneNum - model->numRootBones][3]),
};
}
out.m_bones.emplace_back(std::move(bone));

View File

@ -1,7 +1,6 @@
#include "AssetDumperXModel.h"
#include "Game/T6/CommonT6.h"
#include "Math/Quaternion.h"
#include "ObjWriting.h"
#include "Utils/DistinctMapper.h"
#include "Utils/QuatInt16.h"
@ -136,25 +135,31 @@ namespace
bone.globalOffset[0] = model->baseMat[boneNum].trans.x;
bone.globalOffset[1] = model->baseMat[boneNum].trans.y;
bone.globalOffset[2] = model->baseMat[boneNum].trans.z;
bone.globalRotation =
Quaternion32(model->baseMat[boneNum].quat.x, model->baseMat[boneNum].quat.y, model->baseMat[boneNum].quat.z, model->baseMat[boneNum].quat.w);
bone.globalRotation = {
model->baseMat[boneNum].quat.x,
model->baseMat[boneNum].quat.y,
model->baseMat[boneNum].quat.z,
model->baseMat[boneNum].quat.w,
};
if (boneNum < model->numRootBones)
{
bone.localOffset[0] = 0;
bone.localOffset[1] = 0;
bone.localOffset[2] = 0;
bone.localRotation = Quaternion32(0, 0, 0, 1);
bone.localRotation = {0, 0, 0, 1};
}
else
{
bone.localOffset[0] = model->trans[boneNum - model->numRootBones][0];
bone.localOffset[1] = model->trans[boneNum - model->numRootBones][1];
bone.localOffset[2] = model->trans[boneNum - model->numRootBones][2];
bone.localRotation = Quaternion32(QuatInt16::ToFloat(model->quats[boneNum - model->numRootBones][0]),
QuatInt16::ToFloat(model->quats[boneNum - model->numRootBones][1]),
QuatInt16::ToFloat(model->quats[boneNum - model->numRootBones][2]),
QuatInt16::ToFloat(model->quats[boneNum - model->numRootBones][3]));
bone.localRotation = {
QuatInt16::ToFloat(model->quats[boneNum - model->numRootBones][0]),
QuatInt16::ToFloat(model->quats[boneNum - model->numRootBones][1]),
QuatInt16::ToFloat(model->quats[boneNum - model->numRootBones][2]),
QuatInt16::ToFloat(model->quats[boneNum - model->numRootBones][3]),
};
}
out.m_bones.emplace_back(std::move(bone));