mirror of
https://github.com/Laupetin/OpenAssetTools.git
synced 2025-04-22 00:55:45 +00:00
135 lines
4.8 KiB
C++
135 lines
4.8 KiB
C++
#include "AssetLoaderPhysPreset.h"
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#include "Game/IW4/IW4.h"
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#include "Game/IW4/InfoString/InfoStringToStructConverter.h"
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#include "Game/IW4/InfoString/PhysPresetFields.h"
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#include "Game/IW4/ObjConstantsIW4.h"
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#include "ObjLoading.h"
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#include "Pool/GlobalAssetPool.h"
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#include <cstring>
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#include <iostream>
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#include <limits>
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using namespace IW4;
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namespace IW4
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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,
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PhysPresetInfo* physPreset,
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ZoneScriptStrings& zoneScriptStrings,
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MemoryManager* memory,
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IAssetLoadingManager* manager,
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const cspField_t* fields,
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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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} // namespace IW4
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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->sndAliasPrefix = physPresetInfo->sndAliasPrefix;
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physPreset->piecesSpreadFraction = physPresetInfo->piecesSpreadFraction;
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physPreset->piecesUpwardVelocity = physPresetInfo->piecesUpwardVelocity;
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physPreset->tempDefaultToCylinder = physPresetInfo->tempDefaultToCylinder != 0;
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physPreset->perSurfaceSndAlias = physPresetInfo->perSurfaceSndAlias != 0;
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}
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bool AssetLoaderPhysPreset::LoadFromInfoString(
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const InfoString& infoString, const std::string& assetName, MemoryManager* memory, IAssetLoadingManager* manager, Zone* zone)
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{
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const auto presetInfo = std::make_unique<PhysPresetInfo>();
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memset(presetInfo.get(), 0, sizeof(PhysPresetInfo));
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InfoStringToPhysPresetConverter converter(
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infoString, presetInfo.get(), zone->m_script_strings, memory, manager, phys_preset_fields, std::extent_v<decltype(phys_preset_fields)>);
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if (!converter.Convert())
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{
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std::cout << "Failed to parse phys preset: \"" << assetName << "\"\n";
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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<AssetPhysPreset>(assetName, physPreset, converter.GetDependencies(), converter.GetUsedScriptStrings());
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return true;
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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::CanLoadFromGdt() const
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{
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return true;
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}
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bool AssetLoaderPhysPreset::LoadFromGdt(
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const std::string& assetName, IGdtQueryable* gdtQueryable, MemoryManager* memory, IAssetLoadingManager* manager, Zone* zone) const
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{
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auto* gdtEntry = gdtQueryable->GetGdtEntryByGdfAndName(ObjConstants::GDF_FILENAME_PHYS_PRESET, assetName);
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if (gdtEntry == nullptr)
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return false;
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InfoString infoString;
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if (!infoString.FromGdtProperties(*gdtEntry))
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{
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std::cout << "Failed to read phys preset gdt entry: \"" << assetName << "\"\n";
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return true;
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}
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return LoadFromInfoString(infoString, assetName, memory, manager, zone);
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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(
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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::cerr << "Could not parse as info string file: \"" << fileName << "\"\n";
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return true;
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}
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return LoadFromInfoString(infoString, assetName, memory, manager, zone);
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}
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