mirror of
https://github.com/Laupetin/OpenAssetTools.git
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276 lines
12 KiB
C++
276 lines
12 KiB
C++
#include "BSPCreator.h"
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#include "BSPUtil.h"
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#include <format>
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#include <ufbx.h>
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using namespace BSP;
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namespace
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{
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void addFBXMeshToWorld(
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ufbx_node* node, std::vector<BSPSurface>& surfaceVec, std::vector<BSPVertex>& vertexVec, std::vector<uint16_t>& indexVec, bool& hasTangentSpace)
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{
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ufbx_mesh* mesh = node->mesh;
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assert(node->attrib_type == UFBX_ELEMENT_MESH);
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if (mesh->instances.count != 1)
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con::warn("mesh {} has {} instances, only the 1st instace will be used.", node->name.data, mesh->instances.count);
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if (mesh->num_triangles == 0)
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{
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con::warn("ignoring mesh {}: triangle count is 0.", node->name.data);
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return;
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}
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if (mesh->num_indices % 3 != 0)
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{
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con::warn("ignoring mesh {}: it is not triangulated.", node->name.data);
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return;
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}
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for (size_t k = 0; k < mesh->num_indices; k++)
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{
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if (mesh->vertex_indices[k] > UINT16_MAX)
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{
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con::warn("ignoring mesh {}, it has more than {} indices.", node->name.data, UINT16_MAX);
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return;
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}
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}
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if (mesh->vertex_tangent.exists == false)
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hasTangentSpace = false;
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// Fix the target_unit_meters ufbx opt not working
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// UFBX stores the transform data in units that are 100x larger than what blender uses, so this converts them back
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ufbx_transform origTransform = node->local_transform;
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origTransform.translation.x /= 100.0f;
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origTransform.translation.y /= 100.0f;
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origTransform.translation.z /= 100.0f;
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origTransform.scale.x /= 100.0f;
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origTransform.scale.y /= 100.0f;
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origTransform.scale.z /= 100.0f;
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ufbx_matrix meshMatrix = ufbx_transform_to_matrix(&origTransform);
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for (ufbx_mesh_part& meshPart : mesh->material_parts)
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{
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if (meshPart.num_faces == 0)
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continue;
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BSPSurface surface;
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size_t partTriangleNum = meshPart.num_triangles;
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surface.triCount = static_cast<int>(partTriangleNum);
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surface.indexOfFirstVertex = static_cast<int>(vertexVec.size());
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surface.indexOfFirstIndex = static_cast<int>(indexVec.size());
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if (mesh->materials.count == 0)
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{
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surface.material.materialType = MATERIAL_TYPE_EMPTY;
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surface.material.materialName = "";
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}
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else
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{
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surface.material.materialType = MATERIAL_TYPE_TEXTURE;
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surface.material.materialName = mesh->materials.data[meshPart.index]->name.data;
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}
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std::vector<BSPVertex> tempVertices;
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std::vector<uint32_t> tempIndices;
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tempIndices.resize(mesh->max_face_triangles * 3);
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for (uint32_t faceIndex : meshPart.face_indices)
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{
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ufbx_face* face = &mesh->faces.data[faceIndex];
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// Triangulate the face into the indices vector
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uint32_t triangluatedTriCount = ufbx_triangulate_face(tempIndices.data(), tempIndices.size(), mesh, *face);
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for (uint32_t idxOfIndex = 0; idxOfIndex < triangluatedTriCount * 3; idxOfIndex++)
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{
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BSPVertex vertex;
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uint32_t index = tempIndices[idxOfIndex];
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ufbx_vec3 transformedPos = ufbx_transform_position(&meshMatrix, ufbx_get_vertex_vec3(&mesh->vertex_position, index));
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T6::vec3_t blenderCoords;
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blenderCoords.x = static_cast<float>(transformedPos.x);
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blenderCoords.y = static_cast<float>(transformedPos.y);
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blenderCoords.z = static_cast<float>(transformedPos.z);
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vertex.pos = BSPUtil::convertToBO2Coords(blenderCoords);
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if (surface.material.materialType == MATERIAL_TYPE_TEXTURE || surface.material.materialType == MATERIAL_TYPE_EMPTY)
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{
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vertex.color.x = 1.0f;
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vertex.color.y = 1.0f;
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vertex.color.z = 1.0f;
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vertex.color.w = 1.0f;
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}
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else // surface->material.materialType == MATERIAL_TYPE_COLOUR
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{
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float factor = static_cast<float>(mesh->materials.data[meshPart.index]->fbx.diffuse_factor.value_real);
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ufbx_vec4 diffuse = mesh->materials.data[meshPart.index]->fbx.diffuse_color.value_vec4;
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vertex.color.x = static_cast<float>(diffuse.x * factor);
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vertex.color.y = static_cast<float>(diffuse.y * factor);
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vertex.color.z = static_cast<float>(diffuse.z * factor);
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vertex.color.w = static_cast<float>(diffuse.w * factor);
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}
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// 1.0f - uv.y reason: https://gamedev.stackexchange.com/questions/92886/fbx-uv-coordinates-is-strange
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ufbx_vec2 uv = ufbx_get_vertex_vec2(&mesh->vertex_uv, index);
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vertex.texCoord.x = static_cast<float>(uv.x);
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vertex.texCoord.y = static_cast<float>(1.0f - uv.y);
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ufbx_vec3 normal = ufbx_get_vertex_vec3(&mesh->vertex_normal, index);
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vertex.normal.x = static_cast<float>(normal.x);
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vertex.normal.y = static_cast<float>(normal.y);
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vertex.normal.z = static_cast<float>(normal.z);
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if (mesh->vertex_tangent.exists)
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{
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ufbx_vec3 tangent = ufbx_get_vertex_vec3(&mesh->vertex_tangent, index);
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vertex.tangent.x = static_cast<float>(tangent.x);
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vertex.tangent.y = static_cast<float>(tangent.y);
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vertex.tangent.z = static_cast<float>(tangent.z);
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}
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else
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{
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vertex.tangent.x = 0.0f;
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vertex.tangent.y = 0.0f;
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vertex.tangent.z = 0.0f;
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}
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tempVertices.emplace_back(vertex);
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}
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}
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// Generate the index buffer.
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// ufbx_generate_indices will deduplicate vertices, modifying the arrays passed in streams,
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// indices are written to outIndices and the number of unique vertices is returned.
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ufbx_vertex_stream streams[1] = {
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{tempVertices.data(), tempVertices.size(), sizeof(BSPVertex)},
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};
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std::vector<uint32_t> outIndices;
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outIndices.resize(partTriangleNum * 3);
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size_t numGeneratedVertices = ufbx_generate_indices(streams, 1, outIndices.data(), outIndices.size(), nullptr, nullptr);
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assert(numGeneratedVertices != 0);
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// trim non-unique vertexes and add to the world vertex vector
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tempVertices.resize(numGeneratedVertices);
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vertexVec.insert(vertexVec.end(), tempVertices.begin(), tempVertices.end());
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// T6 uses unsigned shorts as their index type so we have to loop and convert them from an unsigned int
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for (size_t idx = 0; idx < outIndices.size(); idx += 3)
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{
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// BO2's index ordering is opposite to the FBX, so its converted here
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indexVec.emplace_back(static_cast<uint16_t>(outIndices[idx + 2]));
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indexVec.emplace_back(static_cast<uint16_t>(outIndices[idx + 1]));
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indexVec.emplace_back(static_cast<uint16_t>(outIndices[idx + 0]));
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}
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surfaceVec.emplace_back(surface);
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}
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}
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void loadWorldData(const ufbx_scene& scene, BSPData& bsp, const bool isGfxData)
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{
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bool hasTangentSpace = true;
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for (ufbx_node* node : scene.nodes)
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{
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if (node->attrib_type == UFBX_ELEMENT_MESH)
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{
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if (isGfxData)
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addFBXMeshToWorld(node, bsp.gfxWorld.surfaces, bsp.gfxWorld.vertices, bsp.gfxWorld.indices, hasTangentSpace);
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else
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addFBXMeshToWorld(node, bsp.colWorld.surfaces, bsp.colWorld.vertices, bsp.colWorld.indices, hasTangentSpace);
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}
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else
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{
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con::debug("ignoring node type {}: {}", static_cast<int>(node->attrib_type), node->name.data);
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}
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}
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if (hasTangentSpace == false)
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con::warn("warning: one or more meshes have no tangent space. Be sure to select the tangent space box when exporting the FBX.");
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}
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} // namespace
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namespace BSP
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{
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std::unique_ptr<BSPData> createBSPData(const std::string& mapName, ISearchPath& searchPath)
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{
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const auto gfxFbxPath = BSPUtil::getFileNameForBSPAsset("map_gfx.fbx");
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const auto gfxFile = searchPath.Open(gfxFbxPath);
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if (!gfxFile.IsOpen())
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{
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con::error("Failed to open map gfx fbx file: {}", gfxFbxPath);
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return nullptr;
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}
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std::unique_ptr<char> gfxMapData(new char[static_cast<size_t>(gfxFile.m_length)]);
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gfxFile.m_stream->read(gfxMapData.get(), gfxFile.m_length);
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if (gfxFile.m_stream->gcount() != gfxFile.m_length)
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{
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con::error("Read error of gfx fbx file: {}", gfxFbxPath);
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return nullptr;
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}
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ufbx_error errorGfx;
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ufbx_load_opts optsGfx{};
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optsGfx.target_axes = ufbx_axes_right_handed_y_up;
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optsGfx.generate_missing_normals = true;
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optsGfx.allow_missing_vertex_position = false;
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ufbx_scene* gfxScene = ufbx_load_memory(gfxMapData.get(), static_cast<size_t>(gfxFile.m_length), &optsGfx, &errorGfx);
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if (!gfxScene)
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{
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con::error("Failed to load map gfx fbx file: {}", errorGfx.description.data);
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return nullptr;
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}
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ufbx_scene* colScene;
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const auto colFbxPath = BSPUtil::getFileNameForBSPAsset("map_col.fbx");
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const auto colFile = searchPath.Open(colFbxPath);
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if (!colFile.IsOpen())
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{
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con::warn("Failed to open map collison fbx file: {}. map gfx will be used for collision instead.", colFbxPath);
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colScene = gfxScene;
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}
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else
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{
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std::unique_ptr<char> colMapData(new char[static_cast<size_t>(colFile.m_length)]);
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colFile.m_stream->seekg(0);
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colFile.m_stream->read(colMapData.get(), colFile.m_length);
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if (colFile.m_stream->gcount() != colFile.m_length)
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{
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con::error("Read error of collision fbx file: {}", colFbxPath);
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return nullptr;
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}
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ufbx_error errorCol;
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ufbx_load_opts optsCol{};
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optsCol.target_axes = ufbx_axes_right_handed_y_up;
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optsCol.generate_missing_normals = true;
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optsCol.allow_missing_vertex_position = false;
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colScene = ufbx_load_memory(colMapData.get(), static_cast<size_t>(colFile.m_length), &optsCol, &errorCol);
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if (!colScene)
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{
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con::error("Failed to load map collision fbx file: {}", errorCol.description.data);
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return nullptr;
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}
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}
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auto bsp = std::make_unique<BSPData>();
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bsp->name = mapName;
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bsp->bspName = std::format("maps/mp/{}.d3dbsp", mapName);
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loadWorldData(*gfxScene, *bsp, true);
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loadWorldData(*colScene, *bsp, false);
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ufbx_free_scene(gfxScene);
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if (gfxScene != colScene)
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ufbx_free_scene(colScene);
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return bsp;
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}
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} // namespace BSP
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