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OpenAssetTools/src/ObjLoading/Game/T6/CustomMap/CustomMapLinker.h
2025-10-08 13:47:08 +08:00

1969 lines
84 KiB
C++

#pragma once
#include "Game/T6/Material/JsonMaterialLoaderT6.h"
#include "BinarySpacePartitionTreePreCalc.h"
#include "TriangleSort.h"
#include "CustomMapConsts.h"
#include "Util.h"
#include "Utils/Pack.h"
#include <float.h>
#include <nlohmann/json.hpp>
using json = nlohmann::json;
class CustomMapLinker
{
public:
CustomMapLinker(MemoryManager& memory, ISearchPath& searchPath, Zone& zone, AssetCreationContext& context)
: m_memory(memory),
m_search_path(searchPath),
m_zone(zone),
m_context(context)
{
hasLinkFailed = false;
}
bool linkCustomMap(customMapInfo* projInfo)
{
_ASSERT(projInfo != NULL);
checkAndAddDefaultRequiredAssets(projInfo);
if (hasLinkFailed)
{
printf("Custom Map link has failed.\n");
return false;
}
createComWorld(projInfo);
createMapEnts(projInfo);
createGameWorldMp(projInfo);
createSkinnedVerts(projInfo);
createGfxWorld(projInfo); // requires mapents asset
createClipMap(projInfo); // must go last (requires gfx and mapents asset)
if (hasLinkFailed)
{
printf("Custom Map link has failed.\n");
return false;
}
return true;
}
private:
struct entModelBounds
{
vec3_t mins;
vec3_t maxs;
};
MemoryManager& m_memory;
ISearchPath& m_search_path;
Zone& m_zone;
AssetCreationContext& m_context;
bool hasLinkFailed;
std::vector<entModelBounds> entityModelList;
json materialTemplateJson;
// TODO vd1:
// used for UVs of sub-textures, when it is set to empty all of them turn a blank colour
// could fix by removing sub textures or figure out how they are created and redo that
// its not an important issue though
bool overwriteDrawData(customMapInfo* projInfo, GfxWorld* gfxWorld)
{
int vertexCount = projInfo->gfxInfo.vertexCount;
customMapVertex* worldVertices = projInfo->gfxInfo.vertices;
gfxWorld->draw.vertexCount = vertexCount;
gfxWorld->draw.vertexDataSize0 = vertexCount * sizeof(GfxPackedWorldVertex);
GfxPackedWorldVertex* vertexBuffer = new GfxPackedWorldVertex[vertexCount];
for (int i = 0; i < vertexCount; i++)
{
customMapVertex* WorldVertex = &worldVertices[i];
GfxPackedWorldVertex* GfxVertex = &vertexBuffer[i];
GfxVertex->xyz = CMUtil::convertToBO2Coords(WorldVertex->pos);
//GfxVertex->xyz = WorldVertex->pos;
GfxVertex->binormalSign = WorldVertex->binormalSign;
GfxVertex->color.packed = pack32::Vec4PackGfxColor(WorldVertex->color);
GfxVertex->texCoord.packed = pack32::Vec2PackTexCoordsUV(WorldVertex->texCoord);
GfxVertex->normal.packed = pack32::Vec3PackUnitVecThirdBased(CMUtil::convertToBO2Coords(WorldVertex->normal).v);
//GfxVertex->normal.packed = pack32::Vec3PackUnitVecThirdBased(WorldVertex->normal.v);
GfxVertex->tangent.packed = pack32::Vec3PackUnitVecThirdBased(CMUtil::convertToBO2Coords(WorldVertex->tangent).v);
//GfxVertex->tangent.packed = pack32::Vec3PackUnitVecThirdBased(WorldVertex->tangent.v);
GfxVertex->lmapCoord.packed = WorldVertex->packedLmapCoord;
}
gfxWorld->draw.vd0.data = (char*)vertexBuffer;
// we don't use vd1 but still needs to be initialised
// the data type varies and 0x20 is enough for all types
gfxWorld->draw.vertexDataSize1 = 0x20;
gfxWorld->draw.vd1.data = new char[gfxWorld->draw.vertexDataSize1];
memset(gfxWorld->draw.vd1.data, 0, gfxWorld->draw.vertexDataSize1);
int indexCount = projInfo->gfxInfo.indexCount;
_ASSERT(indexCount % 3 == 0);
gfxWorld->draw.indexCount = indexCount;
gfxWorld->draw.indices = new uint16_t[indexCount];
for (int i = 0; i < indexCount; i += 3)
{
// the editor orders their vertices opposite to bo2, so its converted here
gfxWorld->draw.indices[i + 2] = projInfo->gfxInfo.indices[i + 0];
gfxWorld->draw.indices[i + 1] = projInfo->gfxInfo.indices[i + 1];
gfxWorld->draw.indices[i + 0] = projInfo->gfxInfo.indices[i + 2];
}
return true;
}
struct s_sortedSurf
{
int surfaceIndex;
int vertexCount;
};
bool compareSurfaces(s_sortedSurf& surf0, s_sortedSurf& surf1)
{
return surf0.vertexCount > surf1.vertexCount;
}
Material* loadImageIntoMaterial(std::string& imageName)
{
Material* material = new Material;
material->info.name = m_memory.Dup(imageName.c_str());
// parse the template file and replace the image name
materialTemplateJson["textures"][1]["image"] = imageName;
AssetRegistration<AssetMaterial> registration(imageName, material);
if (!LoadMaterialAsJson(materialTemplateJson, *material, m_memory, m_context, registration))
{
printf("WARN: failed to convert image %s to a material.\n", imageName.c_str());
return NULL;
}
m_context.AddAsset(std::move(registration));
return material;
}
void overwriteMapSurfaces(customMapInfo* projInfo, GfxWorld* gfxWorld)
{
bool overwriteResult = overwriteDrawData(projInfo, gfxWorld);
if (!overwriteResult)
return;
unsigned int surfaceCount = projInfo->gfxInfo.surfaceCount;
gfxWorld->surfaceCount = surfaceCount;
gfxWorld->dpvs.staticSurfaceCount = surfaceCount;
gfxWorld->dpvs.surfaces = new GfxSurface[surfaceCount];
for (unsigned int i = 0; i < surfaceCount; i++)
{
auto currSurface = &gfxWorld->dpvs.surfaces[i];
auto objSurface = &projInfo->gfxInfo.surfaces[i];
currSurface->primaryLightIndex = DEFAULT_SURFACE_LIGHT;
currSurface->lightmapIndex = DEFAULT_SURFACE_LIGHTMAP;
currSurface->reflectionProbeIndex = DEFAULT_SURFACE_REFLECTION_PROBE;
currSurface->flags = DEFAULT_SURFACE_FLAGS;
currSurface->tris.triCount = objSurface->triCount;
currSurface->tris.baseIndex = objSurface->firstIndex_Index;
currSurface->tris.vertexDataOffset0 = objSurface->firstVertexIndex * sizeof(GfxPackedWorldVertex);
currSurface->tris.vertexDataOffset1 = 0;
std::string surfMaterialName;
switch (objSurface->material.materialType)
{
case CM_MATERIAL_TEXTURE:
surfMaterialName = objSurface->material.materialName;
break;
case CM_MATERIAL_COLOUR:
case CM_MATERIAL_EMPTY:
surfMaterialName = colorOnlyImageName;
break;
default:
_ASSERT(false);
}
Material* surfMaterial = loadImageIntoMaterial(surfMaterialName);
if (surfMaterial == NULL)
{
surfMaterial = loadImageIntoMaterial(missingImageName);
if (surfMaterial == NULL)
{
printf("Error: unable to find the missing image texture!\n");
hasLinkFailed = true;
return;
}
}
currSurface->material = surfMaterial;
GfxPackedWorldVertex* firstVert = (GfxPackedWorldVertex*)&gfxWorld->draw.vd0.data[currSurface->tris.vertexDataOffset0];
currSurface->bounds[0].x = firstVert[0].xyz.x;
currSurface->bounds[0].y = firstVert[0].xyz.y;
currSurface->bounds[0].z = firstVert[0].xyz.z;
currSurface->bounds[1].x = firstVert[0].xyz.x;
currSurface->bounds[1].y = firstVert[0].xyz.y;
currSurface->bounds[1].z = firstVert[0].xyz.z;
for (int k = 0; k < currSurface->tris.triCount * 3; k++)
{
uint16_t vertIndex = gfxWorld->draw.indices[currSurface->tris.baseIndex + k];
CMUtil::calcNewBoundsWithPoint(&firstVert[vertIndex].xyz, &currSurface->bounds[0], &currSurface->bounds[1]);
}
// unused values
currSurface->tris.mins.x = 0.0f;
currSurface->tris.mins.y = 0.0f;
currSurface->tris.mins.z = 0.0f;
currSurface->tris.maxs.x = 0.0f;
currSurface->tris.maxs.y = 0.0f;
currSurface->tris.maxs.z = 0.0f;
currSurface->tris.himipRadiusInvSq = 0.0f;
currSurface->tris.vertexCount = 0;
currSurface->tris.firstVertex = 0;
}
// doesn't seem to matter what order the sorted surfs go in
gfxWorld->dpvs.sortedSurfIndex = new uint16_t[surfaceCount];
for (unsigned int i = 0; i < surfaceCount; i++)
{
gfxWorld->dpvs.sortedSurfIndex[i] = i;
}
gfxWorld->dpvs.surfaceMaterials = new GfxDrawSurf_align4[surfaceCount];
memset(gfxWorld->dpvs.surfaceMaterials, 0, sizeof(GfxDrawSurf_align4) * surfaceCount);
// all visdata is alligned by 128
gfxWorld->dpvs.surfaceVisDataCount = CMUtil::allignBy128(surfaceCount);
gfxWorld->dpvs.surfaceVisData[0] = new char[surfaceCount];
gfxWorld->dpvs.surfaceVisData[1] = new char[surfaceCount];
gfxWorld->dpvs.surfaceVisData[2] = new char[surfaceCount];
gfxWorld->dpvs.surfaceVisDataCameraSaved = new char[surfaceCount];
gfxWorld->dpvs.surfaceCastsShadow = new char[surfaceCount];
gfxWorld->dpvs.surfaceCastsSunShadow = new char[surfaceCount];
memset(gfxWorld->dpvs.surfaceVisData[0], 0, surfaceCount);
memset(gfxWorld->dpvs.surfaceVisData[1], 0, surfaceCount);
memset(gfxWorld->dpvs.surfaceVisData[2], 0, surfaceCount);
memset(gfxWorld->dpvs.surfaceVisDataCameraSaved, 0, surfaceCount);
for (unsigned int i = 0; i < surfaceCount; i++)
{
if ((gfxWorld->dpvs.surfaces[i].flags & GFX_SURFACE_CASTS_SHADOW) == 0)
gfxWorld->dpvs.surfaceCastsShadow[i] = 0;
else
gfxWorld->dpvs.surfaceCastsShadow[i] = 1;
if ((gfxWorld->dpvs.surfaces[i].flags & GFX_SURFACE_CASTS_SUN_SHADOW) == 0)
gfxWorld->dpvs.surfaceCastsSunShadow[i] = 0;
else
gfxWorld->dpvs.surfaceCastsSunShadow[i] = 1;
}
gfxWorld->dpvs.litSurfsBegin = 0;
gfxWorld->dpvs.litSurfsEnd = surfaceCount;
gfxWorld->dpvs.emissiveOpaqueSurfsBegin = surfaceCount;
gfxWorld->dpvs.emissiveOpaqueSurfsEnd = surfaceCount;
gfxWorld->dpvs.emissiveTransSurfsBegin = surfaceCount;
gfxWorld->dpvs.emissiveTransSurfsEnd = surfaceCount;
gfxWorld->dpvs.litTransSurfsBegin = surfaceCount;
gfxWorld->dpvs.litTransSurfsEnd = surfaceCount;
}
void overwriteMapSModels(customMapInfo* projInfo, GfxWorld* gfxWorld)
{
unsigned int modelCount = projInfo->modelCount;
gfxWorld->dpvs.smodelCount = modelCount;
gfxWorld->dpvs.smodelInsts = new GfxStaticModelInst[modelCount];
gfxWorld->dpvs.smodelDrawInsts = new GfxStaticModelDrawInst[modelCount];
for (unsigned int i = 0; i < modelCount; i++)
{
auto currModel = &gfxWorld->dpvs.smodelDrawInsts[i];
auto currModelInst = &gfxWorld->dpvs.smodelInsts[i];
customMapModel* inModel = &projInfo->models[i];
auto xModelAsset = m_context.LoadDependency<AssetXModel>(inModel->name);
if (xModelAsset == NULL)
{
printf("XModel %s not found!\n", inModel->name.c_str());
currModel->model = NULL;
}
else
currModel->model = (XModel*)xModelAsset->Asset();
currModel->placement.origin.x = inModel->origin.x;
currModel->placement.origin.y = inModel->origin.y;
currModel->placement.origin.z = inModel->origin.z;
currModel->placement.origin = CMUtil::convertToBO2Coords(currModel->placement.origin);
currModel->placement.scale = inModel->scale;
CMUtil::convertAnglesToAxis(&inModel->rotation, currModel->placement.axis);
// mins and maxs are calculated in world space not local space
// TODO: this does not account for model rotation or scale
currModelInst->mins.x = currModel->model->mins.x + currModel->placement.origin.x;
currModelInst->mins.y = currModel->model->mins.y + currModel->placement.origin.y;
currModelInst->mins.z = currModel->model->mins.z + currModel->placement.origin.z;
currModelInst->maxs.x = currModel->model->maxs.x + currModel->placement.origin.x;
currModelInst->maxs.y = currModel->model->maxs.y + currModel->placement.origin.y;
currModelInst->maxs.z = currModel->model->maxs.z + currModel->placement.origin.z;
currModel->cullDist = DEFAULT_SMODEL_CULL_DIST;
currModel->flags = DEFAULT_SMODEL_FLAGS;
currModel->primaryLightIndex = DEFAULT_SMODEL_LIGHT;
currModel->reflectionProbeIndex = DEFAULT_SMODEL_REFLECTION_PROBE;
// unknown use / unused
currModel->smid = i;
memset(&currModel->lightingSH, 0, sizeof(GfxLightingSHQuantized));
currModel->invScaleSq = 0.0f;
currModel->lightingHandle = 0;
currModel->colorsIndex = 0;
currModel->visibility = 0;
// setting these to NULL makes any static/baked lighting go black when not rendered by real-time lighting or in a shadow
// TODO: calculate lighting and store it here
currModel->lmapVertexInfo[0].numLmapVertexColors = 0;
currModel->lmapVertexInfo[0].lmapVertexColors = NULL;
currModel->lmapVertexInfo[1].numLmapVertexColors = 0;
currModel->lmapVertexInfo[1].lmapVertexColors = NULL;
currModel->lmapVertexInfo[2].numLmapVertexColors = 0;
currModel->lmapVertexInfo[2].lmapVertexColors = NULL;
currModel->lmapVertexInfo[3].numLmapVertexColors = 0;
currModel->lmapVertexInfo[3].lmapVertexColors = NULL;
}
// all visdata is alligned by 128
gfxWorld->dpvs.smodelVisDataCount = CMUtil::allignBy128(modelCount);
gfxWorld->dpvs.smodelVisData[0] = new char[modelCount];
gfxWorld->dpvs.smodelVisData[1] = new char[modelCount];
gfxWorld->dpvs.smodelVisData[2] = new char[modelCount];
gfxWorld->dpvs.smodelVisDataCameraSaved = new char[modelCount];
gfxWorld->dpvs.smodelCastsShadow = new char[modelCount];
for (unsigned int i = 0; i < modelCount; i++)
{
if ((gfxWorld->dpvs.smodelDrawInsts[i].flags & SMODEL_FLAG_NO_SHADOW) == 0)
gfxWorld->dpvs.smodelCastsShadow[i] = 1;
else
gfxWorld->dpvs.smodelCastsShadow[i] = 0;
}
memset(gfxWorld->dpvs.smodelVisData[0], 0, modelCount);
memset(gfxWorld->dpvs.smodelVisData[1], 0, modelCount);
memset(gfxWorld->dpvs.smodelVisData[2], 0, modelCount);
memset(gfxWorld->dpvs.smodelVisDataCameraSaved, 0, modelCount);
gfxWorld->dpvs.usageCount = 0;
}
void cleanGfxWorld(GfxWorld* gfxWorld)
{
gfxWorld->checksum = 0;
// Remove Coronas
gfxWorld->coronaCount = 0;
gfxWorld->coronas = NULL;
// Remove exposure volumes
gfxWorld->exposureVolumeCount = 0;
gfxWorld->exposureVolumes = NULL;
gfxWorld->exposureVolumePlaneCount = 0;
gfxWorld->exposureVolumePlanes = NULL;
// Remove hero lights
gfxWorld->heroLightCount = 0;
gfxWorld->heroLights = NULL;
gfxWorld->heroLightTreeCount = 0;
gfxWorld->heroLightTree = NULL;
// remove LUT data
gfxWorld->lutVolumeCount = 0;
gfxWorld->lutVolumes = NULL;
gfxWorld->lutVolumePlaneCount = 0;
gfxWorld->lutVolumePlanes = NULL;
// remove occluders
gfxWorld->numOccluders = 0;
gfxWorld->occluders = NULL;
// remove Siege Skins
gfxWorld->numSiegeSkinInsts = 0;
gfxWorld->siegeSkinInsts = NULL;
// remove outdoor bounds
gfxWorld->numOutdoorBounds = 0;
gfxWorld->outdoorBounds = NULL;
// remove materials
gfxWorld->ropeMaterial = NULL;
gfxWorld->lutMaterial = NULL;
gfxWorld->waterMaterial = NULL;
gfxWorld->coronaMaterial = NULL;
// remove shadow maps
gfxWorld->shadowMapVolumeCount = 0;
gfxWorld->shadowMapVolumes = NULL;
gfxWorld->shadowMapVolumePlaneCount = 0;
gfxWorld->shadowMapVolumePlanes = NULL;
// remove stream info
gfxWorld->streamInfo.aabbTreeCount = 0;
gfxWorld->streamInfo.aabbTrees = NULL;
gfxWorld->streamInfo.leafRefCount = 0;
gfxWorld->streamInfo.leafRefs = NULL;
// remove sun data
memset(&gfxWorld->sun, 0, sizeof(sunflare_t));
gfxWorld->sun.hasValidData = false;
// Remove Water
gfxWorld->waterDirection = 0.0f;
gfxWorld->waterBuffers[0].buffer = NULL;
gfxWorld->waterBuffers[0].bufferSize = NULL;
gfxWorld->waterBuffers[1].buffer = NULL;
gfxWorld->waterBuffers[1].bufferSize = NULL;
// Remove Fog
gfxWorld->worldFogModifierVolumeCount = 0;
gfxWorld->worldFogModifierVolumes = NULL;
gfxWorld->worldFogModifierVolumePlaneCount = 0;
gfxWorld->worldFogModifierVolumePlanes = NULL;
gfxWorld->worldFogVolumeCount = 0;
gfxWorld->worldFogVolumes = NULL;
gfxWorld->worldFogVolumePlaneCount = 0;
gfxWorld->worldFogVolumePlanes = NULL;
// materialMemory is unused
gfxWorld->materialMemoryCount = 0;
gfxWorld->materialMemory = NULL;
// sunLight is overwritten by the game, just needs to be a valid pointer
gfxWorld->sunLight = new GfxLight;
memset(gfxWorld->sunLight, 0, sizeof(GfxLight));
}
void overwriteGfxLights(GfxWorld* gfxWorld)
{
// there must be 2 or more lights, first is the default light and second is the sun
gfxWorld->primaryLightCount = 2;
gfxWorld->sunPrimaryLightIndex = SUN_LIGHT_INDEX; // the sun is always index 1
gfxWorld->shadowGeom = new GfxShadowGeometry[gfxWorld->primaryLightCount];
for (unsigned int i = 0; i < gfxWorld->primaryLightCount; i++)
{
gfxWorld->shadowGeom[i].smodelCount = 0;
gfxWorld->shadowGeom[i].surfaceCount = gfxWorld->surfaceCount;
gfxWorld->shadowGeom[i].smodelIndex = NULL;
gfxWorld->shadowGeom[i].sortedSurfIndex = gfxWorld->dpvs.sortedSurfIndex;
}
gfxWorld->lightRegion = new GfxLightRegion[gfxWorld->primaryLightCount];
for (unsigned int i = 0; i < gfxWorld->primaryLightCount; i++)
{
gfxWorld->lightRegion[i].hullCount = 0;
gfxWorld->lightRegion[i].hulls = NULL;
}
int lightEntShadowVisSize = (gfxWorld->primaryLightCount - gfxWorld->sunPrimaryLightIndex - 1) * 8192;
if (lightEntShadowVisSize != 0)
{
gfxWorld->primaryLightEntityShadowVis = new unsigned int[lightEntShadowVisSize];
memset(gfxWorld->primaryLightEntityShadowVis, 1, lightEntShadowVisSize * sizeof(unsigned int));
}
else
{
gfxWorld->primaryLightEntityShadowVis = NULL;
}
}
// the lightgrid is used to light models in a dynamic way and is precomputed
void overwriteLightGrid(GfxWorld* gfxWorld)
{
// there is almost no basis for the values in this code, i chose them based on what feels right and what i could see when RE.
// it works and that is all thats needed :)
// mins and maxs define the range that the lightgrid will work in
// idk how these values are calculated, but the below values are larger
// than official map values
gfxWorld->lightGrid.mins[0] = 0;
gfxWorld->lightGrid.mins[1] = 0;
gfxWorld->lightGrid.mins[2] = 0;
gfxWorld->lightGrid.maxs[0] = 200;
gfxWorld->lightGrid.maxs[1] = 200;
gfxWorld->lightGrid.maxs[2] = 50;
gfxWorld->lightGrid.rowAxis = 0; // default value
gfxWorld->lightGrid.colAxis = 1; // default value
gfxWorld->lightGrid.sunPrimaryLightIndex = SUN_LIGHT_INDEX;
gfxWorld->lightGrid.offset = 0.0f; // default value
// this will make the lookup into rawRowData always return the first row
int rowDataStartSize = gfxWorld->lightGrid.maxs[gfxWorld->lightGrid.rowAxis] - gfxWorld->lightGrid.mins[gfxWorld->lightGrid.rowAxis] + 1;
gfxWorld->lightGrid.rowDataStart = new uint16_t[rowDataStartSize];
memset(gfxWorld->lightGrid.rowDataStart, 0, rowDataStartSize * sizeof(uint16_t));
gfxWorld->lightGrid.rawRowDataSize = sizeof(GfxLightGridRow);
GfxLightGridRow* row = new GfxLightGridRow[1];
row->colStart = 0;
row->colCount = 0x1000; // 0x1000 as this is large enough for all checks done by the game
row->zStart = 0;
row->zCount = 0xFF; // 0xFF as this is large enough for all checks done by the game, but small enough not to mess with other checks
row->firstEntry = 0;
// this unknown part is weird, bo2 code uses up to unk5 and possibly onwards but the dumped rawRowData looks like it has a different structure.
// this seems to work though
row->unk.unknown1 = 0;
row->unk.unknown2 = 0;
row->unk.unknown3 = 0;
row->unk.unknown4 = 0;
row->unk.unknown5 = 0;
row->unk.unknown6 = 0;
row->unk.unknown7 = 0;
row->unk.unknown8 = 0;
gfxWorld->lightGrid.rawRowData = (aligned_byte_pointer*)row;
// entries are looked up based on the lightgrid sample pos and data within GfxLightGridRow
gfxWorld->lightGrid.entryCount = 60000; // 60000 as it should be enough entries to be indexed by all lightgrid data
GfxLightGridEntry* entryArray = new GfxLightGridEntry[gfxWorld->lightGrid.entryCount];
for (unsigned int i = 0; i < gfxWorld->lightGrid.entryCount; i++)
{
entryArray[i].colorsIndex = 0; // always index first colour
entryArray[i].primaryLightIndex = SUN_LIGHT_INDEX;
entryArray[i].visibility = 0;
}
gfxWorld->lightGrid.entries = entryArray;
// colours are looked up by an entries colourindex
gfxWorld->lightGrid.colorCount = 0x1000; //0x1000 as it should be enough to hold every index
gfxWorld->lightGrid.colors = new GfxCompressedLightGridColors[gfxWorld->lightGrid.colorCount];
memset(gfxWorld->lightGrid.colors, LIGHTGRID_COLOUR, rowDataStartSize * sizeof(uint16_t));
// we use the colours array instead of coeffs array
gfxWorld->lightGrid.coeffCount = 0;
gfxWorld->lightGrid.coeffs = NULL;
gfxWorld->lightGrid.skyGridVolumeCount = 0;
gfxWorld->lightGrid.skyGridVolumes = NULL;
}
void updateGfxCells(GfxWorld* gfxWorld)
{
// Cells are basically data used to determine what can be seen and what cant be seen
// Right now custom maps have no optimisation so there is only 1 cell
int cellCount = 1;
gfxWorld->cellBitsCount = ((cellCount + 127) >> 3) & 0x1FFFFFF0;
int cellCasterBitsCount = cellCount * ((cellCount + 31) / 32);
gfxWorld->cellCasterBits = new unsigned int[cellCasterBitsCount];
memset(gfxWorld->cellCasterBits, 0x00, cellCasterBitsCount * sizeof(unsigned int));
gfxWorld->cells = new GfxCell[cellCount];
gfxWorld->cells[0].portalCount = 0;
gfxWorld->cells[0].portals = NULL;
gfxWorld->cells[0].mins.x = gfxWorld->mins.x;
gfxWorld->cells[0].mins.y = gfxWorld->mins.y;
gfxWorld->cells[0].mins.z = gfxWorld->mins.z;
gfxWorld->cells[0].maxs.x = gfxWorld->maxs.x;
gfxWorld->cells[0].maxs.y = gfxWorld->maxs.y;
gfxWorld->cells[0].maxs.z = gfxWorld->maxs.z;
// there is only 1 reflection probe
gfxWorld->cells[0].reflectionProbeCount = 1;
char* reflectionProbeIndexes = new char[gfxWorld->cells[0].reflectionProbeCount];
reflectionProbeIndexes[0] = DEFAULT_SURFACE_REFLECTION_PROBE;
gfxWorld->cells[0].reflectionProbes = reflectionProbeIndexes;
// AABB trees are used to detect what should be rendered and what shouldn't
// Just use the first AABB node to hold all models, no optimisation but all models/surfaces wil lbe drawn
gfxWorld->cells[0].aabbTreeCount = 1;
gfxWorld->cells[0].aabbTree = new GfxAabbTree[gfxWorld->cells[0].aabbTreeCount];
gfxWorld->cells[0].aabbTree[0].childCount = 0;
gfxWorld->cells[0].aabbTree[0].childrenOffset = 0;
gfxWorld->cells[0].aabbTree[0].startSurfIndex = 0;
gfxWorld->cells[0].aabbTree[0].surfaceCount = gfxWorld->surfaceCount;
gfxWorld->cells[0].aabbTree[0].smodelIndexCount = gfxWorld->dpvs.smodelCount;
gfxWorld->cells[0].aabbTree[0].smodelIndexes = new unsigned short[gfxWorld->dpvs.smodelCount];
for (unsigned short i = 0; i < gfxWorld->dpvs.smodelCount; i++)
{
gfxWorld->cells[0].aabbTree[0].smodelIndexes[i] = i;
}
gfxWorld->cells[0].aabbTree[0].mins.x = gfxWorld->mins.x;
gfxWorld->cells[0].aabbTree[0].mins.y = gfxWorld->mins.y;
gfxWorld->cells[0].aabbTree[0].mins.z = gfxWorld->mins.z;
gfxWorld->cells[0].aabbTree[0].maxs.x = gfxWorld->maxs.x;
gfxWorld->cells[0].aabbTree[0].maxs.y = gfxWorld->maxs.y;
gfxWorld->cells[0].aabbTree[0].maxs.z = gfxWorld->maxs.z;
gfxWorld->dpvsPlanes.cellCount = cellCount;
int sceneEntCellBitsCount = cellCount * 512;
gfxWorld->dpvsPlanes.sceneEntCellBits = new unsigned int[sceneEntCellBitsCount];
memset(gfxWorld->dpvsPlanes.sceneEntCellBits, 0x00, sceneEntCellBitsCount * sizeof(unsigned int));
// nodes have the struct mnode_t, and there must be at least 1 node
// Nodes mnode_t.cellIndex indexes gfxWorld->cells
// and (mnode_t.cellIndex - (world->dpvsPlanes.cellCount + 1) indexes world->dpvsPlanes.planes
gfxWorld->nodeCount = 1;
gfxWorld->dpvsPlanes.nodes = new uint16_t[gfxWorld->nodeCount];
gfxWorld->dpvsPlanes.nodes[0] = 1; // nodes reference cells by index + 1
// planes are overwritten by the clipmap loading code ingame
gfxWorld->planeCount = 0;
gfxWorld->dpvsPlanes.planes = NULL;
}
void updateWorldBounds(GfxWorld* gfxWorld)
{
gfxWorld->mins.x = 0.0f;
gfxWorld->mins.y = 0.0f;
gfxWorld->mins.z = 0.0f;
gfxWorld->maxs.x = 0.0f;
gfxWorld->maxs.y = 0.0f;
gfxWorld->maxs.z = 0.0f;
for (int i = 0; i < gfxWorld->surfaceCount; i++)
{
CMUtil::calcNewBounds(&gfxWorld->dpvs.surfaces[i].bounds[0], &gfxWorld->dpvs.surfaces[i].bounds[1], &gfxWorld->mins, &gfxWorld->maxs);
}
}
void overwriteModels(GfxWorld* gfxWorld)
{
// these models are the collision for the entities defined in the mapents asset
// used for triggers and stuff
gfxWorld->modelCount = entityModelList.size() + 1;
gfxWorld->models = new GfxBrushModel[gfxWorld->modelCount];
// first model is always the world model
gfxWorld->models[0].startSurfIndex = 0;
gfxWorld->models[0].surfaceCount = gfxWorld->surfaceCount;
gfxWorld->models[0].bounds[0].x = gfxWorld->mins.x;
gfxWorld->models[0].bounds[0].y = gfxWorld->mins.y;
gfxWorld->models[0].bounds[0].z = gfxWorld->mins.z;
gfxWorld->models[0].bounds[1].x = gfxWorld->maxs.x;
gfxWorld->models[0].bounds[1].y = gfxWorld->maxs.y;
gfxWorld->models[0].bounds[1].z = gfxWorld->maxs.z;
memset(&gfxWorld->models[0].writable, 0, sizeof(GfxBrushModelWritable));
for (size_t i = 0; i < entityModelList.size(); i++)
{
auto currEntModel = &gfxWorld->models[i + 1];
entModelBounds currEntModelBounds = entityModelList[i];
currEntModel->startSurfIndex = 0;
currEntModel->surfaceCount = -1; // -1 when it doesn't use map surfaces
currEntModel->bounds[0].x = currEntModelBounds.mins.x;
currEntModel->bounds[0].y = currEntModelBounds.mins.y;
currEntModel->bounds[0].z = currEntModelBounds.mins.z;
currEntModel->bounds[1].x = currEntModelBounds.maxs.x;
currEntModel->bounds[1].y = currEntModelBounds.maxs.y;
currEntModel->bounds[1].z = currEntModelBounds.maxs.z;
memset(&gfxWorld->models[0].writable, 0, sizeof(GfxBrushModelWritable));
}
}
void updateSunData(GfxWorld* gfxWorld)
{
// default values taken from mp_dig
gfxWorld->sunParse.fogTransitionTime = (float)0.001;
gfxWorld->sunParse.name[0] = 0x00;
gfxWorld->sunParse.initWorldSun->control = 0;
gfxWorld->sunParse.initWorldSun->exposure = 2.5f;
gfxWorld->sunParse.initWorldSun->angles.x = -29.0f;
gfxWorld->sunParse.initWorldSun->angles.y = 254.0f;
gfxWorld->sunParse.initWorldSun->angles.z = 0.0f;
gfxWorld->sunParse.initWorldSun->sunCd.x = 1.0f;
gfxWorld->sunParse.initWorldSun->sunCd.y = 0.89f;
gfxWorld->sunParse.initWorldSun->sunCd.z = 0.69f;
gfxWorld->sunParse.initWorldSun->sunCd.w = 13.5f;
gfxWorld->sunParse.initWorldSun->ambientColor.x = 0.0f;
gfxWorld->sunParse.initWorldSun->ambientColor.y = 0.0f;
gfxWorld->sunParse.initWorldSun->ambientColor.z = 0.0f;
gfxWorld->sunParse.initWorldSun->ambientColor.w = 0.0f;
gfxWorld->sunParse.initWorldSun->skyColor.x = 0.0f;
gfxWorld->sunParse.initWorldSun->skyColor.y = 0.0f;
gfxWorld->sunParse.initWorldSun->skyColor.z = 0.0f;
gfxWorld->sunParse.initWorldSun->skyColor.w = 0.0f;
gfxWorld->sunParse.initWorldSun->sunCs.x = 0.0f;
gfxWorld->sunParse.initWorldSun->sunCs.y = 0.0f;
gfxWorld->sunParse.initWorldSun->sunCs.z = 0.0f;
gfxWorld->sunParse.initWorldSun->sunCs.w = 0.0f;
gfxWorld->sunParse.initWorldFog->baseDist = 150.0f;
gfxWorld->sunParse.initWorldFog->baseHeight = -100.0f;
gfxWorld->sunParse.initWorldFog->fogColor.x = 2.35f;
gfxWorld->sunParse.initWorldFog->fogColor.y = 3.10f;
gfxWorld->sunParse.initWorldFog->fogColor.z = 3.84f;
gfxWorld->sunParse.initWorldFog->fogOpacity = 0.52f;
gfxWorld->sunParse.initWorldFog->halfDist = 4450.f;
gfxWorld->sunParse.initWorldFog->halfHeight = 2000.f;
gfxWorld->sunParse.initWorldFog->sunFogColor.x = 5.27f;
gfxWorld->sunParse.initWorldFog->sunFogColor.y = 4.73f;
gfxWorld->sunParse.initWorldFog->sunFogColor.z = 3.88f;
gfxWorld->sunParse.initWorldFog->sunFogInner = 0.0f;
gfxWorld->sunParse.initWorldFog->sunFogOpacity = 0.67f;
gfxWorld->sunParse.initWorldFog->sunFogOuter = 80.84f;
gfxWorld->sunParse.initWorldFog->sunFogPitch = -29.0f;
gfxWorld->sunParse.initWorldFog->sunFogYaw = 254.0f;
}
void updateReflectionProbeData(GfxWorld* gfxWorld)
{
gfxWorld->draw.reflectionProbeCount = 1;
gfxWorld->draw.reflectionProbeTextures = new GfxTexture[gfxWorld->draw.reflectionProbeCount];
memset(gfxWorld->draw.reflectionProbeTextures, 0, sizeof(GfxTexture) * gfxWorld->draw.reflectionProbeCount);
gfxWorld->draw.reflectionProbes = new GfxReflectionProbe[gfxWorld->draw.reflectionProbeCount];
// default values taken from mp_dig
gfxWorld->draw.reflectionProbes[0].mipLodBias = -8.0;
gfxWorld->draw.reflectionProbes[0].origin.x = 0.0f;
gfxWorld->draw.reflectionProbes[0].origin.y = 0.0f;
gfxWorld->draw.reflectionProbes[0].origin.z = 0.0f;
gfxWorld->draw.reflectionProbes[0].lightingSH.V0.x = 0.0f;
gfxWorld->draw.reflectionProbes[0].lightingSH.V0.y = 0.0f;
gfxWorld->draw.reflectionProbes[0].lightingSH.V0.z = 0.0f;
gfxWorld->draw.reflectionProbes[0].lightingSH.V0.w = 0.0f;
gfxWorld->draw.reflectionProbes[0].lightingSH.V1.x = 0.0f;
gfxWorld->draw.reflectionProbes[0].lightingSH.V1.y = 0.0f;
gfxWorld->draw.reflectionProbes[0].lightingSH.V1.z = 0.0f;
gfxWorld->draw.reflectionProbes[0].lightingSH.V1.w = 0.0f;
gfxWorld->draw.reflectionProbes[0].lightingSH.V2.x = 0.0f;
gfxWorld->draw.reflectionProbes[0].lightingSH.V2.y = 0.0f;
gfxWorld->draw.reflectionProbes[0].lightingSH.V2.z = 0.0f;
gfxWorld->draw.reflectionProbes[0].lightingSH.V2.w = 0.0f;
gfxWorld->draw.reflectionProbes[0].probeVolumeCount = 0;
gfxWorld->draw.reflectionProbes[0].probeVolumes = NULL;
std::string probeImageName = "*reflection_probe0";
auto probeImageAsset = m_context.LoadDependency<AssetImage>(probeImageName);
if (probeImageAsset == NULL)
{
printf("ERROR! unable to find image %s!\n", probeImageName.c_str());
hasLinkFailed = true;
return;
}
gfxWorld->draw.reflectionProbes[0].reflectionImage = probeImageAsset->Asset();
}
void overwriteLightmapData(GfxWorld* gfxWorld)
{
gfxWorld->draw.lightmapCount = 1;
gfxWorld->draw.lightmapPrimaryTextures = new GfxTexture[gfxWorld->draw.lightmapCount];
gfxWorld->draw.lightmapSecondaryTextures = new GfxTexture[gfxWorld->draw.lightmapCount];
gfxWorld->draw.lightmaps = new GfxLightmapArray[gfxWorld->draw.lightmapCount];
// always set to 0
memset(gfxWorld->draw.lightmapPrimaryTextures, 0, sizeof(GfxTexture) * gfxWorld->draw.lightmapCount);
memset(gfxWorld->draw.lightmapSecondaryTextures, 0, sizeof(GfxTexture) * gfxWorld->draw.lightmapCount);
std::string secondaryTexture = "*lightmap0_secondary";
auto secondaryTextureAsset = m_context.LoadDependency<AssetImage>(secondaryTexture);
if (secondaryTextureAsset == NULL)
{
printf("ERROR! unable to find lightmap image %s!\n", secondaryTexture.c_str());
hasLinkFailed = true;
return;
}
gfxWorld->draw.lightmaps[0].primary = NULL; // always NULL
gfxWorld->draw.lightmaps[0].secondary = secondaryTextureAsset->Asset();
}
void overwriteSkyBox(customMapInfo* projInfo, GfxWorld* gfxWorld)
{
std::string skyBoxName = "skybox_" + projInfo->name;
gfxWorld->skyBoxModel = _strdup(skyBoxName.c_str());
if (m_context.LoadDependency<AssetXModel>(skyBoxName) == NULL)
{
printf("WARN: Unable to load the skybox xmodel %s\n", skyBoxName.c_str());
}
// default skybox values from mp_dig
gfxWorld->skyDynIntensity.angle0 = 0.0f;
gfxWorld->skyDynIntensity.angle1 = 0.0f;
gfxWorld->skyDynIntensity.factor0 = 1.0f;
gfxWorld->skyDynIntensity.factor1 = 1.0f;
}
void updateDynEntData(GfxWorld* gfxWorld)
{
gfxWorld->dpvsDyn.dynEntClientCount[0] = DYN_ENT_COUNT + 256; // the game allocs 256 empty dynents, as they may be used ingame
gfxWorld->dpvsDyn.dynEntClientCount[1] = 0;
// +100: there is a crash that happens when regdolls are created, and dynEntClientWordCount[0] is the issue.
// Making the value much larger than required fixes it, but idk what the root cause is
gfxWorld->dpvsDyn.dynEntClientWordCount[0] = ((gfxWorld->dpvsDyn.dynEntClientCount[0] + 31) >> 5) + 100;
gfxWorld->dpvsDyn.dynEntClientWordCount[1] = 0;
gfxWorld->dpvsDyn.usageCount = 0;
int dynEntCellBitsSize = gfxWorld->dpvsDyn.dynEntClientWordCount[0] * gfxWorld->dpvsPlanes.cellCount;
gfxWorld->dpvsDyn.dynEntCellBits[0] = new unsigned int[dynEntCellBitsSize];
gfxWorld->dpvsDyn.dynEntCellBits[1] = NULL;
memset(gfxWorld->dpvsDyn.dynEntCellBits[0], 0, sizeof(unsigned int) * dynEntCellBitsSize);
int dynEntVisData0Size = gfxWorld->dpvsDyn.dynEntClientWordCount[0] * 32;
gfxWorld->dpvsDyn.dynEntVisData[0][0] = new char[dynEntVisData0Size];
gfxWorld->dpvsDyn.dynEntVisData[0][1] = new char[dynEntVisData0Size];
gfxWorld->dpvsDyn.dynEntVisData[0][2] = new char[dynEntVisData0Size];
gfxWorld->dpvsDyn.dynEntVisData[1][0] = NULL;
gfxWorld->dpvsDyn.dynEntVisData[1][1] = NULL;
gfxWorld->dpvsDyn.dynEntVisData[1][2] = NULL;
memset(gfxWorld->dpvsDyn.dynEntVisData[0][0], 0, dynEntVisData0Size);
memset(gfxWorld->dpvsDyn.dynEntVisData[0][1], 0, dynEntVisData0Size);
memset(gfxWorld->dpvsDyn.dynEntVisData[0][2], 0, dynEntVisData0Size);
int dynEntShadowVisCount = gfxWorld->dpvsDyn.dynEntClientCount[0] * (gfxWorld->primaryLightCount - gfxWorld->sunPrimaryLightIndex - 1);
gfxWorld->primaryLightDynEntShadowVis[0] = new unsigned int[dynEntShadowVisCount];
gfxWorld->primaryLightDynEntShadowVis[1] = NULL;
memset(gfxWorld->primaryLightDynEntShadowVis[0], 0, sizeof(unsigned int) * dynEntShadowVisCount);
gfxWorld->sceneDynModel = new GfxSceneDynModel[gfxWorld->dpvsDyn.dynEntClientCount[0]];
gfxWorld->sceneDynBrush = NULL;
memset(gfxWorld->sceneDynModel, 0, sizeof(GfxSceneDynModel) * gfxWorld->dpvsDyn.dynEntClientCount[0]);
}
void updateOutdoors(GfxWorld* gfxWorld)
{
float xRecip = 1.0f / (gfxWorld->maxs.x - gfxWorld->mins.x);
float xScale = -(xRecip * gfxWorld->mins.x);
float yRecip = 1.0f / (gfxWorld->maxs.y - gfxWorld->mins.y);
float yScale = -(yRecip * gfxWorld->mins.y);
float zRecip = 1.0f / (gfxWorld->maxs.z - gfxWorld->mins.z);
float zScale = -(zRecip * gfxWorld->mins.z);
memset(gfxWorld->outdoorLookupMatrix, 0, sizeof(gfxWorld->outdoorLookupMatrix));
gfxWorld->outdoorLookupMatrix[0].x = xRecip;
gfxWorld->outdoorLookupMatrix[1].y = yRecip;
gfxWorld->outdoorLookupMatrix[2].z = zRecip;
gfxWorld->outdoorLookupMatrix[3].x = xScale;
gfxWorld->outdoorLookupMatrix[3].y = yScale;
gfxWorld->outdoorLookupMatrix[3].z = zScale;
gfxWorld->outdoorLookupMatrix[3].w = 1.0f;
std::string outdoorImageName = std::string("$outdoor");
auto outdoorImageAsset = m_context.LoadDependency<AssetImage>(outdoorImageName);
if (outdoorImageAsset == NULL)
{
printf("ERROR! unable to find image $outdoor!\n");
hasLinkFailed = true;
return;
}
gfxWorld->outdoorImage = outdoorImageAsset->Asset();
}
void createGfxWorld(customMapInfo* projInfo)
{
GfxWorld* gfxWorld = new GfxWorld;
gfxWorld->baseName = _strdup(projInfo->name.c_str());
gfxWorld->name = _strdup(projInfo->bspName.c_str());
// Default values taken from mp_dig
gfxWorld->lightingFlags = 0;
gfxWorld->lightingQuality = 4096;
cleanGfxWorld(gfxWorld);
overwriteMapSurfaces(projInfo, gfxWorld);
overwriteMapSModels(projInfo, gfxWorld);
overwriteLightmapData(gfxWorld);
overwriteSkyBox(projInfo, gfxWorld);
updateReflectionProbeData(gfxWorld);
// world bounds are based on surface mins/maxs
// Other update functions depend on the bounds being set first
updateWorldBounds(gfxWorld);
updateOutdoors(gfxWorld);
// gfx cells depend on surface/smodel count
updateGfxCells(gfxWorld);
overwriteLightGrid(gfxWorld);
overwriteGfxLights(gfxWorld);
overwriteModels(gfxWorld);
updateSunData(gfxWorld);
updateDynEntData(gfxWorld);
m_context.AddAsset<AssetGfxWorld>(gfxWorld->name, gfxWorld);
}
void addXModelsToCollision(customMapInfo* projInfo, clipMap_t* clipMap)
{
auto gfxWorldAsset = m_context.LoadDependency<AssetGfxWorld>(projInfo->bspName);
_ASSERT(gfxWorldAsset != NULL);
GfxWorld* gfxWorld = gfxWorldAsset->Asset();
clipMap->numStaticModels = gfxWorld->dpvs.smodelCount;
clipMap->staticModelList = new cStaticModel_s[clipMap->numStaticModels];
for (unsigned int i = 0; i < clipMap->numStaticModels; i++)
{
GfxStaticModelDrawInst* gfxModelDrawInst = &gfxWorld->dpvs.smodelDrawInsts[i];
GfxStaticModelInst* gfxModelInst = &gfxWorld->dpvs.smodelInsts[i];
cStaticModel_s* currModel = &clipMap->staticModelList[i];
memset(&currModel->writable, 0, sizeof(cStaticModelWritable));
currModel->xmodel = gfxModelDrawInst->model;
currModel->contents = gfxModelDrawInst->model->contents;
currModel->origin.x = gfxModelDrawInst->placement.origin.x;
currModel->origin.y = gfxModelDrawInst->placement.origin.y;
currModel->origin.z = gfxModelDrawInst->placement.origin.z;
// TODO: this does not account for model rotation or scale
currModel->absmin.x = gfxModelInst->mins.x;
currModel->absmin.y = gfxModelInst->mins.y;
currModel->absmin.z = gfxModelInst->mins.z;
currModel->absmax.x = gfxModelInst->maxs.x;
currModel->absmax.y = gfxModelInst->maxs.y;
currModel->absmax.z = gfxModelInst->maxs.z;
CMUtil::matrixTranspose3x3(gfxModelDrawInst->placement.axis, currModel->invScaledAxis);
currModel->invScaledAxis[0].x = (1.0f / gfxModelDrawInst->placement.scale) * currModel->invScaledAxis[0].x;
currModel->invScaledAxis[0].y = (1.0f / gfxModelDrawInst->placement.scale) * currModel->invScaledAxis[0].y;
currModel->invScaledAxis[0].z = (1.0f / gfxModelDrawInst->placement.scale) * currModel->invScaledAxis[0].z;
currModel->invScaledAxis[1].x = (1.0f / gfxModelDrawInst->placement.scale) * currModel->invScaledAxis[1].x;
currModel->invScaledAxis[1].y = (1.0f / gfxModelDrawInst->placement.scale) * currModel->invScaledAxis[1].y;
currModel->invScaledAxis[1].z = (1.0f / gfxModelDrawInst->placement.scale) * currModel->invScaledAxis[1].z;
currModel->invScaledAxis[2].x = (1.0f / gfxModelDrawInst->placement.scale) * currModel->invScaledAxis[2].x;
currModel->invScaledAxis[2].y = (1.0f / gfxModelDrawInst->placement.scale) * currModel->invScaledAxis[2].y;
currModel->invScaledAxis[2].z = (1.0f / gfxModelDrawInst->placement.scale) * currModel->invScaledAxis[2].z;
}
}
void aabbCalcOriginAndHalfSize(vec3_t* mins, vec3_t* maxs, vec3_t* out_origin, vec3_t* out_halfSize)
{
// Origin is the midpoint: (min + max) / 2
vec3_t temp;
temp.x = mins->x + maxs->x;
temp.y = mins->y + maxs->y;
temp.z = mins->z + maxs->z;
out_origin->x = temp.x * 0.5f;
out_origin->y = temp.y * 0.5f;
out_origin->z = temp.z * 0.5f;
// Half-size is half the difference: (max - min) / 2
temp.x = maxs->x - mins->x;
temp.y = maxs->y - mins->y;
temp.z = maxs->z - mins->z;
out_halfSize->x = temp.x * 0.5f;
out_halfSize->y = temp.y * 0.5f;
out_halfSize->z = temp.z * 0.5f;
}
bool CM_IsEdgeWalkable(clipMap_t* clipMap, int triIndex, int edgeIndex)
{
unsigned __int8 edgeBitMask = 1 << ((triIndex + edgeIndex + 2 * triIndex) & 7);
return (edgeBitMask & clipMap->triEdgeIsWalkable[(triIndex + edgeIndex + 2 * triIndex) >> 3]) != 0;
}
void traverseBSPTreeForCounts(BSPTree* node, int* numPlanes, int* numNodes, int* numLeafs, int* numAABBTrees, int* maxObjsPerLeaf)
{
if (node->isLeaf)
{
(*numLeafs)++;
// there won't be an AABB tree when objectList is empty
if (node->u.leaf->getObjectCount() > 0)
{
*numAABBTrees += node->u.leaf->getObjectCount() + 1;
if (node->u.leaf->getObjectCount() > *maxObjsPerLeaf)
*maxObjsPerLeaf = node->u.leaf->getObjectCount();
}
}
else
{
(*numPlanes)++;
(*numNodes)++;
traverseBSPTreeForCounts(node->u.node->front, numPlanes, numNodes, numLeafs, numAABBTrees, maxObjsPerLeaf);
traverseBSPTreeForCounts(node->u.node->back, numPlanes, numNodes, numLeafs, numAABBTrees, maxObjsPerLeaf);
}
}
vec3_t normalX = {1.0f, 0.0f, 0.0f};
vec3_t normalY = {0.0f, 1.0f, 0.0f};
vec3_t normalZ = {0.0f, 0.0f, 1.0f};
int currPlaneCount = 0;
int currNodeCount = 0;
int currLeafCount = 0;
int currAABBCount = 0;
int addAABBTreeFromLeaf(BSPTree* node, clipMap_t* clipMap)
{
_ASSERT(node->isLeaf);
int objectCount = node->u.leaf->getObjectCount();
int firstAABBIndex = currAABBCount;
currAABBCount += objectCount + 1;
// calculate root AABB node mins and maxs
// cannot convert mins and maxs coord to BO2 directly as this will result in incorrect mins and maxs
// so we have to recompute every min and max, not hard just tedious
int firstPartitionIndex = node->u.leaf->getObject(0)->partitionIndex;
auto firstPartition = &clipMap->partitions[firstPartitionIndex];
uint16_t* firstTri = clipMap->triIndices[firstPartition->firstTri];
vec3_t* firstVert = &clipMap->verts[firstTri[0]];
vec3_t aabbMins;
vec3_t aabbMaxs;
aabbMins.x = firstVert->x;
aabbMins.y = firstVert->y;
aabbMins.z = firstVert->z;
aabbMaxs.x = firstVert->x;
aabbMaxs.y = firstVert->y;
aabbMaxs.z = firstVert->z;
for (int i = 0; i < objectCount; i++)
{
int currPartitionIndex = node->u.leaf->getObject(i)->partitionIndex;
auto currPartition = &clipMap->partitions[currPartitionIndex];
for (int k = 0; k < currPartition->triCount; k++)
{
uint16_t* tri = clipMap->triIndices[currPartition->firstTri + k];
for (int l = 0; l < 3; l++)
{
uint16_t vertIndex = tri[l];
vec3_t vertCoord = clipMap->verts[vertIndex];
CMUtil::calcNewBoundsWithPoint(&vertCoord, &aabbMins, &aabbMaxs);
}
}
}
CollisionAabbTree* rootAABB = &clipMap->aabbTrees[firstAABBIndex];
aabbCalcOriginAndHalfSize(&aabbMins, &aabbMaxs, &rootAABB->origin, &rootAABB->halfSize);
rootAABB->materialIndex = 0;
rootAABB->childCount = objectCount;
rootAABB->u.firstChildIndex = firstAABBIndex + 1;
// populate child AABB nodes
for (int i = 0; i < objectCount; i++)
{
CollisionAabbTree* currAabbTree = &clipMap->aabbTrees[rootAABB->u.firstChildIndex + i];
int currPartitionIndex = node->u.leaf->getObject(i)->partitionIndex;
currAabbTree->materialIndex = 0;
currAabbTree->childCount = 0;
currAabbTree->u.partitionIndex = currPartitionIndex;
// calculate partition origin and half size
CollisionPartition* aabbPartition = &clipMap->partitions[currPartitionIndex];
uint16_t firstUind = clipMap->info.uinds[aabbPartition->fuind];
vec3_t* firstVertex = &clipMap->verts[firstUind];
vec3_t mins;
vec3_t maxs;
mins.x = firstVertex->x;
mins.y = firstVertex->y;
mins.z = firstVertex->z;
maxs.x = firstVertex->x;
maxs.y = firstVertex->y;
maxs.z = firstVertex->z;
for (int i = 1; i < aabbPartition->nuinds; i++)
{
uint16_t currUind = clipMap->info.uinds[aabbPartition->fuind + i];
vec3_t* currVertex = &clipMap->verts[currUind];
CMUtil::calcNewBoundsWithPoint(currVertex, &mins, &maxs);
}
aabbCalcOriginAndHalfSize(&mins, &maxs, &currAabbTree->origin, &currAabbTree->halfSize);
}
return firstAABBIndex;
}
// returns the index corresponding to the BSPTree* node parsed
int16_t populateBSPTree_r(clipMap_t* clipMap, BSPTree* node)
{
new cplane_s;
new cNode_t;
new cLeaf_s;
new CollisionAabbTree;
if (node->isLeaf)
{
int currLeafIndex = currLeafCount;
currLeafCount++;
cLeaf_s* currLeaf = &clipMap->leafs[currLeafIndex];
currLeaf->cluster = 0;
currLeaf->brushContents = 0; // no brushes used so contents is 0
currLeaf->terrainContents = LEAF_TERRAIN_CONTENTS; // clipMap->cmodels[0].leaf.terrainContents takes prescedence
// unused when leafBrushNode == 0
currLeaf->mins.x = 0.0f;
currLeaf->mins.y = 0.0f;
currLeaf->mins.z = 0.0f;
currLeaf->maxs.x = 0.0f;
currLeaf->maxs.y = 0.0f;
currLeaf->maxs.z = 0.0f;
currLeaf->leafBrushNode = 0;
if (node->u.leaf->getObjectCount() > 0)
{
currLeaf->firstCollAabbIndex = addAABBTreeFromLeaf(node, clipMap);
currLeaf->collAabbCount = 1;
}
else
{
currLeaf->firstCollAabbIndex = 0;
currLeaf->collAabbCount = 0;
}
return -1 - currLeafIndex;
}
else
{
cplane_s* currPlane = &clipMap->info.planes[currPlaneCount];
currPlaneCount++;
if (node->u.node->axis == AXIS_X)
{
// X is unchanged when going from OGL x -> BO2 x
currPlane->normal = normalX;
// converting OGL -> BO2 X coords doesn't change the x coords at all, so
// the dist stays the same
currPlane->dist = (float)node->u.node->distance;
}
else
{
// converting OGL -> BO2 Z coords negates the z coords and sets it to the y coord.
// convert the z normal to the y normal, but don't negate it. Negative normals don't do
// what is expected when the game uses them
_ASSERT(node->u.node->axis == AXIS_Z);
currPlane->normal = normalY;
// converting OGL -> BO2 Z coords negates the z coords and sets it to the y coord.
// just negate it here as it is just the distance from the orgin along the axis
currPlane->dist = (float)(-node->u.node->distance);
}
bool foundType = false;
if (currPlane->normal.x == 1.0f)
{
_ASSERT(!foundType);
foundType = true;
currPlane->type = 0;
}
else if (currPlane->normal.y == 1.0f)
{
_ASSERT(!foundType);
foundType = true;
currPlane->type = 1;
}
else if (currPlane->normal.z == 1.0f)
{
_ASSERT(!foundType);
foundType = true;
currPlane->type = 2;
}
else
_ASSERT(foundType);
currPlane->signbits = 0;
if (currPlane->normal.x < 0.0f)
currPlane->signbits |= 1;
if (currPlane->normal.y < 0.0f)
currPlane->signbits |= 2;
if (currPlane->normal.z < 0.0f)
currPlane->signbits |= 4;
currPlane->pad[0] = 0;
currPlane->pad[1] = 0;
int currNodeIndex = currNodeCount;
currNodeCount++;
cNode_t* currNode = &clipMap->nodes[currNodeIndex];
currNode->plane = currPlane;
// Reason for the front and back flip (due to the hacky nature of making the mins and maxs work (see createClipMap)):
// after converting between OGL and BO2 coords and when and updating the normal from Z -> Y,
// the normal vector flips and objects behind the plane are now in front, and vise versa
// so the back node now represents the front, and the front node represents the back.
// Do the OGL -> Bo2 coord change on paper and it will make sense
if (currPlane->type == 1)
{
currNode->children[1] = populateBSPTree_r(clipMap, node->u.node->front);
currNode->children[0] = populateBSPTree_r(clipMap, node->u.node->back);
}
else
{
currNode->children[0] = populateBSPTree_r(clipMap, node->u.node->front);
currNode->children[1] = populateBSPTree_r(clipMap, node->u.node->back);
}
return currNodeIndex;
}
}
void populateBSPTree(clipMap_t* clipMap, BSPTree* tree)
{
int numPlanes = 0;
int numNodes = 0;
int numLeafs = 0;
int numAABBTrees = 0;
int maxObjsPerLeaf = 0;
traverseBSPTreeForCounts(tree, &numPlanes, &numNodes, &numLeafs, &numAABBTrees, &maxObjsPerLeaf);
printf("Max Objects per leaf: %i\n", maxObjsPerLeaf);
clipMap->info.planeCount = numPlanes;
clipMap->info.planes = new cplane_s[clipMap->info.planeCount];
clipMap->numNodes = numNodes;
clipMap->nodes = new cNode_t[clipMap->numNodes];
// aabb trees: each leaf will have their own AABB tree of the objects within it, and the root aabb node will be the parent of every other aabb node.
// therefore, each aabb tree will be of size (numObjects + 1) as the tree needs a root aabb node to reference it's children.
clipMap->aabbTreeCount = numAABBTrees;
clipMap->aabbTrees = new CollisionAabbTree[clipMap->aabbTreeCount];
currPlaneCount = 0;
currNodeCount = 0;
currAABBCount = 0;
// first leaf is always empty
clipMap->numLeafs = numLeafs + 1;
clipMap->leafs = new cLeaf_s[clipMap->numLeafs];
memset(&clipMap->leafs[0], 0, sizeof(cLeaf_s));
currLeafCount = 1;
populateBSPTree_r(clipMap, tree);
_ASSERT(clipMap->info.planeCount == currPlaneCount);
_ASSERT(clipMap->numNodes == currNodeCount);
_ASSERT(clipMap->numLeafs == currLeafCount);
_ASSERT(clipMap->aabbTreeCount == currAABBCount);
}
void createPartitions(customMapInfo* projInfo, clipMap_t* clipMap)
{
int collisionVertexCount = projInfo->colInfo.vertexCount;
std::vector<vec3_t> collisionVertVec;
for (int i = 0; i < collisionVertexCount; i++)
{
collisionVertVec.push_back(CMUtil::convertToBO2Coords(projInfo->colInfo.vertices[i].pos));
//collisionVertVec.push_back(projInfo->colInfo.vertices[i].pos);
}
clipMap->vertCount = collisionVertexCount;
clipMap->verts = new vec3_t[collisionVertexCount];
memcpy(clipMap->verts, &collisionVertVec[0], sizeof(vec3_t) * collisionVertexCount);
// due to tris using uint16_t as the type for indexing the vert array,
// any vertex count over the uint16_t max means the vertices above it can't be indexed
if (collisionVertexCount > MAX_COL_VERTS)
{
printf("ERROR: collision vertex count %i exceeds the maximum number: %i!\n", collisionVertexCount, MAX_COL_VERTS);
hasLinkFailed = true;
return;
}
std::vector<uint16_t> triIndexVec;
for (int i = 0; i < projInfo->colInfo.surfaceCount; i++)
{
worldSurface* currSurface = &projInfo->colInfo.surfaces[i];
int triCount = currSurface->triCount;
for (int k = 0; k < triCount * 3; k += 3)
{
int firstIndex_Index = currSurface->firstIndex_Index;
int firstVertexIndex = currSurface->firstVertexIndex;
// gfx index bufer starts at 0 for each new mesh, while the clipmap index buffer indexes the entire
// clipmap verts buffer, so this code updates the indexes to follow that.
int triIndex0 = projInfo->colInfo.indices[firstIndex_Index + (k + 0)] + firstVertexIndex;
int triIndex1 = projInfo->colInfo.indices[firstIndex_Index + (k + 1)] + firstVertexIndex;
int triIndex2 = projInfo->colInfo.indices[firstIndex_Index + (k + 2)] + firstVertexIndex;
// triangle index ordering is opposite to blenders, so its converted here
triIndexVec.push_back(triIndex2);
triIndexVec.push_back(triIndex1);
triIndexVec.push_back(triIndex0);
}
}
_ASSERT(triIndexVec.size() % 3 == 0);
clipMap->triCount = triIndexVec.size() / 3;
clipMap->triIndices = (uint16_t(*)[3])(new uint16_t[triIndexVec.size()]);
memcpy(clipMap->triIndices, &triIndexVec[0], sizeof(uint16_t) * triIndexVec.size());
// partitions are made for each triangle, not one for each surface.
// one for each surface causes physics bugs, as the entire bounding box is considered solid instead of the surface itself (for some reason).
// so a partition is made for each triangle which removes the physics bugs but likely makes the game run slower
std::vector<CollisionPartition> partitionVec;
for (int i = 0; i < projInfo->colInfo.surfaceCount; i++)
{
int triCount = projInfo->colInfo.surfaces[i].triCount;
int firstTriIndex = projInfo->colInfo.surfaces[i].firstIndex_Index / 3;
for (int k = 0; k < triCount; k++)
{
CollisionPartition newPartition;
newPartition.nuinds = 0; // initialised later
newPartition.fuind = 0; // initialised later
newPartition.triCount = 1;
newPartition.firstTri = firstTriIndex;
firstTriIndex += 1;
partitionVec.push_back(newPartition);
}
}
clipMap->partitionCount = partitionVec.size();
clipMap->partitions = new CollisionPartition[clipMap->partitionCount];
memcpy(clipMap->partitions, &partitionVec[0], sizeof(CollisionPartition) * clipMap->partitionCount);
int totalUindCount = 0;
std::vector<uint16_t> uindVec;
for (int i = 0; i < clipMap->partitionCount; i++)
{
CollisionPartition* currPartition = &clipMap->partitions[i];
std::vector<uint16_t> uniqueVertVec;
for (int k = 0; k < currPartition->triCount; k++)
{
uint16_t* tri = clipMap->triIndices[currPartition->firstTri + k];
for (int l = 0; l < 3; l++)
{
bool isVertexIndexUnique = true;
uint16_t vertIndex = tri[l];
for (size_t m = 0; m < uniqueVertVec.size(); m++)
{
if (uniqueVertVec[m] == vertIndex)
{
isVertexIndexUnique = false;
break;
}
}
if (isVertexIndexUnique)
uniqueVertVec.push_back(vertIndex);
}
}
currPartition->fuind = totalUindCount;
currPartition->nuinds = (int)uniqueVertVec.size();
uindVec.insert(uindVec.end(), uniqueVertVec.begin(), uniqueVertVec.end());
totalUindCount += currPartition->nuinds;
}
clipMap->info.nuinds = totalUindCount;
clipMap->info.uinds = new uint16_t[totalUindCount];
memcpy(clipMap->info.uinds, &uindVec[0], sizeof(uint16_t) * totalUindCount);
}
void createClipMap(customMapInfo* projInfo)
{
clipMap_t* clipMap = new clipMap_t;
clipMap->name = _strdup(projInfo->bspName.c_str());
std::string mapEntsName = projInfo->bspName.c_str();
auto mapEntsAsset = m_context.LoadDependency<AssetMapEnts>(mapEntsName);
_ASSERT(mapEntsAsset != NULL);
clipMap->mapEnts = mapEntsAsset->Asset();
clipMap->pInfo = NULL;
clipMap->box_model.mins.x = 0.0f;
clipMap->box_model.mins.y = 0.0f;
clipMap->box_model.mins.z = 0.0f;
clipMap->box_model.maxs.x = 0.0f;
clipMap->box_model.maxs.y = 0.0f;
clipMap->box_model.maxs.z = 0.0f;
clipMap->box_model.radius = 0.0f;
clipMap->box_model.info = NULL;
// for some reason the maxs are negative, and mins are positive
// float box_mins = 3.4028235e38;
// float box_maxs = -3.4028235e38;
// hack: the floats above can't be converted to 32 bit floats, and the game requires them to be exact
// so we use the hex representation and set it using int pointers
unsigned int box_mins = 0x7F7FFFFF;
unsigned int box_maxs = 0xFF7FFFFF;
*((unsigned int*)&clipMap->box_model.leaf.mins.x) = box_mins;
*((unsigned int*)&clipMap->box_model.leaf.mins.y) = box_mins;
*((unsigned int*)&clipMap->box_model.leaf.mins.z) = box_mins;
*((unsigned int*)&clipMap->box_model.leaf.maxs.x) = box_maxs;
*((unsigned int*)&clipMap->box_model.leaf.maxs.y) = box_maxs;
*((unsigned int*)&clipMap->box_model.leaf.maxs.z) = box_maxs;
clipMap->box_model.leaf.brushContents = -1;
clipMap->box_model.leaf.terrainContents = 0;
clipMap->box_model.leaf.cluster = 0;
clipMap->box_model.leaf.collAabbCount = 0;
clipMap->box_model.leaf.firstCollAabbIndex = 0;
clipMap->box_model.leaf.leafBrushNode = 0;
clipMap->box_brush = new cbrush_t;
clipMap->box_brush->axial_sflags[0][0] = -1;
clipMap->box_brush->axial_sflags[0][1] = -1;
clipMap->box_brush->axial_sflags[0][2] = -1;
clipMap->box_brush->axial_sflags[1][0] = -1;
clipMap->box_brush->axial_sflags[1][1] = -1;
clipMap->box_brush->axial_sflags[1][2] = -1;
clipMap->box_brush->axial_cflags[0][0] = -1;
clipMap->box_brush->axial_cflags[0][1] = -1;
clipMap->box_brush->axial_cflags[0][2] = -1;
clipMap->box_brush->axial_cflags[1][0] = -1;
clipMap->box_brush->axial_cflags[1][1] = -1;
clipMap->box_brush->axial_cflags[1][2] = -1;
clipMap->box_brush->contents = -1;
clipMap->box_brush->mins.x = 0.0f;
clipMap->box_brush->mins.y = 0.0f;
clipMap->box_brush->mins.z = 0.0f;
clipMap->box_brush->maxs.x = 0.0f;
clipMap->box_brush->maxs.y = 0.0f;
clipMap->box_brush->maxs.z = 0.0f;
clipMap->box_brush->numsides = 0;
clipMap->box_brush->numverts = 0;
clipMap->box_brush->sides = NULL;
clipMap->box_brush->verts = NULL;
clipMap->numClusters = 1;
clipMap->vised = 0;
clipMap->clusterBytes = ((clipMap->numClusters + 63) >> 3) & 0xFFFFFFF8;
clipMap->visibility = new char[clipMap->clusterBytes];
memset(clipMap->visibility, 0xFF, clipMap->clusterBytes);
clipMap->isInUse = true;
clipMap->checksum = 0;
clipMap->num_constraints = 0;
clipMap->constraints = NULL;
clipMap->max_ropes = 32;
clipMap->ropes = new rope_t[clipMap->max_ropes];
memset(clipMap->ropes, 0, sizeof(rope_t) * clipMap->max_ropes);
clipMap->info.numBrushSides = 0;
clipMap->info.brushsides = NULL;
clipMap->info.leafbrushNodesCount = 0;
clipMap->info.leafbrushNodes = NULL;
clipMap->info.numLeafBrushes = 0;
clipMap->info.leafbrushes = NULL;
clipMap->info.numBrushVerts = 0;
clipMap->info.brushVerts = NULL;
clipMap->info.numBrushes = NULL;
clipMap->info.brushes = NULL;
clipMap->info.brushBounds = NULL;
clipMap->info.brushContents = NULL;
clipMap->originalDynEntCount = DYN_ENT_COUNT;
clipMap->dynEntCount[0] = clipMap->originalDynEntCount + 256; // the game allocs 256 empty dynents, as they may be used ingame
clipMap->dynEntCount[1] = 0;
clipMap->dynEntCount[2] = 0;
clipMap->dynEntCount[3] = 0;
// assume that there are 0 dyn ents from here on
clipMap->dynEntClientList[0] = new DynEntityClient[clipMap->dynEntCount[0]];
clipMap->dynEntClientList[1] = NULL;
memset(clipMap->dynEntClientList[0], 0, sizeof(DynEntityClient) * clipMap->dynEntCount[0]);
clipMap->dynEntServerList[0] = NULL;
clipMap->dynEntServerList[1] = NULL;
clipMap->dynEntCollList[0] = new DynEntityColl[clipMap->dynEntCount[0]];
clipMap->dynEntCollList[1] = NULL;
clipMap->dynEntCollList[2] = NULL;
clipMap->dynEntCollList[3] = NULL;
memset(clipMap->dynEntCollList[0], 0, sizeof(DynEntityColl) * clipMap->dynEntCount[0]);
clipMap->dynEntPoseList[0] = new DynEntityPose[clipMap->dynEntCount[0]];
clipMap->dynEntPoseList[1] = NULL;
memset(clipMap->dynEntPoseList[0], 0, sizeof(DynEntityPose) * clipMap->dynEntCount[0]);
clipMap->dynEntDefList[0] = new DynEntityDef[clipMap->dynEntCount[0]];
clipMap->dynEntDefList[1] = NULL;
memset(clipMap->dynEntDefList[0], 0, sizeof(DynEntityDef) * clipMap->dynEntCount[0]);
// cmodels is the collision for mapents
auto gfxWorldAsset = m_context.LoadDependency<AssetGfxWorld>(projInfo->bspName);
_ASSERT(gfxWorldAsset != NULL);
GfxWorld* gfxWorld = gfxWorldAsset->Asset();
clipMap->numSubModels = gfxWorld->modelCount;
clipMap->cmodels = new cmodel_t[clipMap->numSubModels];
for (unsigned int i = 0; i < clipMap->numSubModels; i++)
{
// bomb triggers use leafs, not world terrain so that might be an issue
GfxBrushModel* gfxModel = &gfxWorld->models[i];
cmodel_t* cmModel = &clipMap->cmodels[i];
cmModel->leaf.firstCollAabbIndex = 0;
cmModel->leaf.collAabbCount = 0;
cmModel->leaf.brushContents = 0;
cmModel->leaf.terrainContents = WORLD_TERRAIN_CONTENTS;
cmModel->leaf.mins.x = 0.0f;
cmModel->leaf.mins.y = 0.0f;
cmModel->leaf.mins.z = 0.0f;
cmModel->leaf.maxs.x = 0.0f;
cmModel->leaf.maxs.y = 0.0f;
cmModel->leaf.maxs.z = 0.0f;
cmModel->leaf.leafBrushNode = 0;
cmModel->leaf.cluster = 0;
cmModel->info = NULL;
cmModel->mins.x = gfxModel->bounds[0].x;
cmModel->mins.y = gfxModel->bounds[0].y;
cmModel->mins.z = gfxModel->bounds[0].z;
cmModel->maxs.x = gfxModel->bounds[1].x;
cmModel->maxs.y = gfxModel->bounds[1].y;
cmModel->maxs.z = gfxModel->bounds[1].z;
cmModel->radius = CMUtil::distBetweenPoints(cmModel->mins, cmModel->maxs) / 2;
}
addXModelsToCollision(projInfo, clipMap);
clipMap->info.numMaterials = 1;
clipMap->info.materials = new ClipMaterial[clipMap->info.numMaterials];
clipMap->info.materials[0].name = _strdup(missingImageName.c_str());
clipMap->info.materials[0].contentFlags = MATERIAL_CONTENT_FLAGS;
clipMap->info.materials[0].surfaceFlags = MATERIAL_SURFACE_FLAGS;
// set all edges to walkable (all walkable edge bits are set to 1, see isEdgeWalkable) until changing it is a possiblility
// might do weird stuff on walls, but from testing doesnt seem to do much
int walkableEdgeSize = (3 * clipMap->triCount + 31) / 32 * 4;
clipMap->triEdgeIsWalkable = new char[walkableEdgeSize];
memset(clipMap->triEdgeIsWalkable, 1, walkableEdgeSize * sizeof(char));
// clipmap BSP creation must go last as it depends on unids, tris and verts already being populated
// HACK:
// the BSP tree creation does not work when BO2's coordinate system is used for mins and maxs.
// Workaround is to convert every BO2 coordinate to OGL's before it is added into the BSP tree,
// and then convert them back when it is being parsed into the clipmap. Requires some hacky
// logic, check populateBSPTree_r and addAABBTreeFromLeaf
createPartitions(projInfo, clipMap);
vec3_t* firstVert = &clipMap->verts[0];
vec3_t clipMins;
vec3_t clipMaxs;
clipMins.x = firstVert->x;
clipMins.y = firstVert->y;
clipMins.z = firstVert->z;
clipMaxs.x = firstVert->x;
clipMaxs.y = firstVert->y;
clipMaxs.z = firstVert->z;
clipMins = CMUtil::convertFromBO2Coords(clipMins);
clipMaxs = CMUtil::convertFromBO2Coords(clipMaxs);
for (unsigned int i = 1; i < clipMap->vertCount; i++)
{
vec3_t vertCoord = CMUtil::convertFromBO2Coords(clipMap->verts[i]);
CMUtil::calcNewBoundsWithPoint(&vertCoord, &clipMins, &clipMaxs);
}
BSPTree* tree = new BSPTree(clipMins.x, clipMins.y, clipMins.z, clipMaxs.x, clipMaxs.y, clipMaxs.z, 0);
_ASSERT(!tree->isLeaf);
for (int i = 0; i < clipMap->partitionCount; i++)
{
auto currPartition = &clipMap->partitions[i];
uint16_t* firstTri = clipMap->triIndices[currPartition->firstTri];
vec3_t* firstVert = &clipMap->verts[firstTri[0]];
vec3_t mins;
vec3_t maxs;
mins.x = firstVert->x;
mins.y = firstVert->y;
mins.z = firstVert->z;
maxs.x = firstVert->x;
maxs.y = firstVert->y;
maxs.z = firstVert->z;
mins = CMUtil::convertFromBO2Coords(mins);
maxs = CMUtil::convertFromBO2Coords(maxs);
for (int k = 0; k < currPartition->triCount; k++)
{
uint16_t* tri = clipMap->triIndices[currPartition->firstTri + k];
for (int l = 0; l < 3; l++)
{
uint16_t vertIndex = tri[l];
vec3_t vertCoord = CMUtil::convertFromBO2Coords(clipMap->verts[vertIndex]);
CMUtil::calcNewBoundsWithPoint(&vertCoord, &mins, &maxs);
}
}
Object* currObject = new Object(mins.x, mins.y, mins.z, maxs.x, maxs.y, maxs.z, i);
tree->addObject(currObject);
}
populateBSPTree(clipMap, tree);
m_context.AddAsset<AssetClipMapPvs>(clipMap->name, clipMap);
}
void createComWorld(customMapInfo* projInfo)
{
// all lights that aren't the sunlight or default light need their own GfxLightDef asset
ComWorld* comWorld = new ComWorld;
comWorld->name = _strdup(projInfo->bspName.c_str());
comWorld->isInUse = 1;
comWorld->primaryLightCount = 2;
comWorld->primaryLights = new ComPrimaryLight[comWorld->primaryLightCount];
// default light is always empty
ComPrimaryLight* defaultLight = &comWorld->primaryLights[0];
memset(defaultLight, 0, sizeof(ComPrimaryLight));
ComPrimaryLight* sunLight = &comWorld->primaryLights[1];
memset(sunLight, 0, sizeof(ComPrimaryLight));
sunLight->type = 1;
sunLight->diffuseColor.r = 0.75f;
sunLight->diffuseColor.g = 0.75f;
sunLight->diffuseColor.b = 0.75f;
sunLight->diffuseColor.a = 1.0f;
sunLight->dir.x = 0.0f;
sunLight->dir.y = 0.0f;
sunLight->dir.z = 0.0f;
m_context.AddAsset<AssetComWorld>(comWorld->name, comWorld);
}
void parseMapEntsJSON(json& entArrayJs, std::string& entityString)
{
int entityCount = entArrayJs.size();
for (int i = 0; i < entityCount; i++)
{
auto currEntity = entArrayJs[i];
if (i == 0)
{
std::string className = currEntity["classname"];
if (className.compare("worldspawn") != 0)
{
printf("ERROR: first entity in the map entity string must be the worldspawn class!");
hasLinkFailed = true;
return;
}
}
entityString.append("{\n");
for (auto& element : currEntity.items())
{
std::string key = element.key();
std::string value = element.value();
entityString.append(std::format("\"{}\" \"{}\"\n", key, value));
}
entityString.append("}\n");
}
}
void parseSpawnpointJSON(json& entArrayJs, std::string& entityString, std::vector<std::string> spawnpointTypeArray)
{
int entityCount = entArrayJs.size();
for (int i = 0; i < entityCount; i++)
{
auto currEntity = entArrayJs[i];
std::string origin = currEntity["origin"];
std::string angles = currEntity["angles"];
for (std::string& spawnType : spawnpointTypeArray)
{
entityString.append("{\n");
entityString.append(std::format("\"origin\" \"{}\"\n", origin));
entityString.append(std::format("\"angles\" \"{}\"\n", angles));
entityString.append(std::format("\"classname\" \"{}\"\n", spawnType));
entityString.append("}\n");
}
}
}
void parseBombJSON(json& bombJs, std::string& entityString)
{
// add the bomb model
{
std::string bombOriginStr = bombJs["sd_bomb"]["origin"];
entityString.append("{\n");
entityString.append("\"classname\" \"script_model\"\n");
entityString.append("\"model\" \"prop_suitcase_bomb\"\n");
entityString.append("\"targetname\" \"sd_bomb\"\n");
entityString.append("\"script_gameobjectname\" \"sd\"\n");
entityString.append("\"spawnflags\" \"4\"\n");
entityString.append(std::format("\"origin\" \"{}\"\n", bombOriginStr));
entityString.append("}\n");
}
if (m_context.LoadDependency<AssetXModel>("prop_suitcase_bomb") == NULL)
{
hasLinkFailed = true;
printf("ERROR: unable to find s&d bomb xmodel\n");
return;
}
// add the bomb pickup trigger
{
std::string bombOriginStr = bombJs["sd_bomb"]["origin"];
vec3_t bomboriginV3 = CMUtil::convertStringToVec3(bombOriginStr);
entModelBounds bounds;
bounds.mins.x = bomboriginV3.x - 32.0f; // bounds taken from mp_dig
bounds.mins.y = bomboriginV3.y - 32.0f;
bounds.mins.z = bomboriginV3.z - 8.0f;
bounds.maxs.x = bomboriginV3.x + 32.0f;
bounds.maxs.y = bomboriginV3.y + 32.0f;
bounds.maxs.z = bomboriginV3.z + 28.0f;
int entityModelIndex = entityModelList.size() + 1; // +1 as the first model is always the world model
entityModelList.push_back(bounds);
entityString.append("{\n");
entityString.append("\"classname\" \"trigger_multiple\"\n");
entityString.append("\"targetname\" \"sd_bomb_pickup_trig\"\n");
entityString.append("\"script_gameobjectname\" \"sd\"\n");
entityString.append(std::format("\"origin\" \"{}\"\n", bombOriginStr));
entityString.append(std::format("\"model\" \"*{}\"\n", entityModelIndex));
entityString.append("}\n");
}
// add A site bomb
{
std::string siteAPoint1Str = bombJs["sd_bombzone_a"]["point1"];
std::string siteAPoint2Str = bombJs["sd_bombzone_a"]["point2"];
vec3_t siteAPoint1V3 = CMUtil::convertStringToVec3(siteAPoint1Str);
vec3_t siteAPoint2V3 = CMUtil::convertStringToVec3(siteAPoint2Str);
entModelBounds bounds;
bounds.mins.x = siteAPoint1V3.x;
bounds.mins.y = siteAPoint1V3.y;
bounds.mins.z = siteAPoint1V3.z;
bounds.maxs.x = siteAPoint1V3.x;
bounds.maxs.y = siteAPoint1V3.y;
bounds.maxs.z = siteAPoint1V3.z;
CMUtil::calcNewBoundsWithPoint(&siteAPoint2V3, &bounds.mins, &bounds.mins);
int entityModelIndex = entityModelList.size() + 1; // +1 as the first model is always the world model
entityModelList.push_back(bounds);
vec3_t siteAOrigin = CMUtil::calcMiddleOfBounds(&bounds.mins, &bounds.mins);
std::string siteAOriginStr = CMUtil::convertVec3ToString(siteAOrigin);
entityString.append("{\n");
entityString.append("\"classname\" \"trigger_use_touch\"\n");
entityString.append("\"targetname\" \"bombzone\"\n");
entityString.append("\"script_gameobjectname\" \"bombzone\"\n");
entityString.append("\"script_bombmode_original\" \"1\"\n");
entityString.append("\"script_label\" \"_a\"\n");
entityString.append(std::format("\"origin\" \"{}\"\n", siteAOriginStr));
entityString.append(std::format("\"model\" \"*{}\"\n", entityModelIndex));
entityString.append("}\n");
}
// add B site bomb
{
std::string siteBPoint1Str = bombJs["sd_bombzone_b"]["point1"];
std::string siteBPoint2Str = bombJs["sd_bombzone_b"]["point2"];
vec3_t siteBPoint1V3 = CMUtil::convertStringToVec3(siteBPoint1Str);
vec3_t siteBPoint2V3 = CMUtil::convertStringToVec3(siteBPoint2Str);
entModelBounds bounds;
bounds.mins.x = siteBPoint1V3.x;
bounds.mins.y = siteBPoint1V3.y;
bounds.mins.z = siteBPoint1V3.z;
bounds.maxs.x = siteBPoint1V3.x;
bounds.maxs.y = siteBPoint1V3.y;
bounds.maxs.z = siteBPoint1V3.z;
CMUtil::calcNewBoundsWithPoint(&siteBPoint2V3, &bounds.mins, &bounds.mins);
int entityModelIndex = entityModelList.size() + 1; // +1 as the first model is always the world model
entityModelList.push_back(bounds);
vec3_t siteAOrigin = CMUtil::calcMiddleOfBounds(&bounds.mins, &bounds.mins);
std::string siteAOriginStr = CMUtil::convertVec3ToString(siteAOrigin);
entityString.append("{\n");
entityString.append("\"classname\" \"trigger_use_touch\"\n");
entityString.append("\"targetname\" \"bombzone\"\n");
entityString.append("\"script_gameobjectname\" \"bombzone\"\n");
entityString.append("\"script_bombmode_original\" \"1\"\n");
entityString.append("\"script_label\" \"_b\"\n");
entityString.append(std::format("\"origin\" \"{}\"\n", siteAOriginStr));
entityString.append(std::format("\"model\" \"*{}\"\n", entityModelIndex));
entityString.append("}\n");
}
}
void createMapEnts(customMapInfo* projInfo)
{
MapEnts* mapEnts = new MapEnts;
mapEnts->name = _strdup(projInfo->bspName.c_str());
// don't need these
mapEnts->trigger.count = 0;
mapEnts->trigger.models = NULL;
mapEnts->trigger.hullCount = 0;
mapEnts->trigger.hulls = NULL;
mapEnts->trigger.slabCount = 0;
mapEnts->trigger.slabs = NULL;
std::string entityString;
const auto entFile = m_search_path.Open("entities.json");
if (!entFile.IsOpen())
{
printf("ERROR: can't find entity json!\n");
return;
}
json entJs = json::parse(*entFile.m_stream);
parseMapEntsJSON(entJs["entities"], entityString);
const auto spawnFile = m_search_path.Open("spawns.json");
json spawnJs;
if (!spawnFile.IsOpen())
{
printf("WARN: no spawn points given, setting spawns to 0 0 0\n");
spawnJs = json::parse(defaultSpawnpointString);
}
else
{
spawnJs = json::parse(*spawnFile.m_stream);
}
parseSpawnpointJSON(spawnJs["attackers"], entityString, spawnpointDefenderTypeArray);
parseSpawnpointJSON(spawnJs["defenders"], entityString, spawnpointAttackerTypeArray);
parseSpawnpointJSON(spawnJs["FFA"], entityString, spawnpointFFATypeArray);
//const auto objectiveFile = m_search_path.Open("objectives.json");
//if (!spawnFile.IsOpen())
//{
// printf("WARN: no objectives given\n");
//}
//else
//{
// json objectiveJs = json::parse(*objectiveFile.m_stream);
// parseBombJSON(objectiveJs, entityString);
//}
mapEnts->entityString = _strdup(entityString.c_str());
mapEnts->numEntityChars = entityString.length() + 1; // numEntityChars includes the null character
m_context.AddAsset<AssetMapEnts>(mapEnts->name, mapEnts);
}
void createGameWorldMp(customMapInfo* projInfo)
{
GameWorldMp* gameWorldMp = new GameWorldMp;
gameWorldMp->name = _strdup(projInfo->bspName.c_str());
gameWorldMp->path.nodeCount = 0;
gameWorldMp->path.originalNodeCount = 0;
gameWorldMp->path.visBytes = 0;
gameWorldMp->path.smoothBytes = 0;
gameWorldMp->path.nodeTreeCount = 0;
int nodeCount = gameWorldMp->path.nodeCount + 128;
gameWorldMp->path.nodes = new pathnode_t[nodeCount];
gameWorldMp->path.basenodes = new pathbasenode_t[nodeCount];
memset(gameWorldMp->path.nodes, 0, nodeCount * sizeof(pathnode_t));
memset(gameWorldMp->path.basenodes, 0, nodeCount * sizeof(pathbasenode_t));
gameWorldMp->path.pathVis = NULL;
gameWorldMp->path.smoothCache = NULL;
gameWorldMp->path.nodeTree = NULL;
m_context.AddAsset<AssetGameWorldMp>(gameWorldMp->name, gameWorldMp);
}
void createSkinnedVerts(customMapInfo* projInfo)
{
SkinnedVertsDef* skinnedVerts = new SkinnedVertsDef;
skinnedVerts->name = "skinnedverts";
skinnedVerts->maxSkinnedVerts = projInfo->gfxInfo.vertexCount;
m_context.AddAsset<AssetSkinnedVerts>("skinnedverts", skinnedVerts);
}
FootstepTableDef* addEmptyFootstepTableAsset(std::string assetName)
{
if (assetName.length() == 0)
return NULL;
FootstepTableDef* footstepTable = new FootstepTableDef;
footstepTable->name = _strdup(assetName.c_str());
memset(footstepTable->sndAliasTable, 0, sizeof(footstepTable->sndAliasTable));
m_context.AddAsset<AssetFootstepTable>(assetName, footstepTable);
return footstepTable;
}
void checkAndAddDefaultRequiredAssets(customMapInfo* projectInfo)
{
auto templateFile = m_search_path.Open("materials/material_template.json");
if (!templateFile.IsOpen())
{
printf("ERROR: failed to open materials/material_template.json\n");
hasLinkFailed = true;
return;
}
materialTemplateJson = json::parse(*templateFile.m_stream);
if (m_context.LoadDependency<AssetScript>("maps/mp/" + projectInfo->name + ".gsc") == NULL)
{
hasLinkFailed = true;
return;
}
if (m_context.LoadDependency<AssetScript>("maps/mp/" + projectInfo->name + "_amb.gsc") == NULL)
{
hasLinkFailed = true;
return;
}
if (m_context.LoadDependency<AssetScript>("maps/mp/" + projectInfo->name + "_fx.gsc") == NULL)
{
hasLinkFailed = true;
return;
}
if (m_context.LoadDependency<AssetScript>("clientscripts/mp/" + projectInfo->name + ".csc") == NULL)
{
hasLinkFailed = true;
return;
}
if (m_context.LoadDependency<AssetScript>("clientscripts/mp/" + projectInfo->name + "_amb.csc") == NULL)
{
hasLinkFailed = true;
return;
}
if (m_context.LoadDependency<AssetScript>("clientscripts/mp/" + projectInfo->name + "_fx.csc") == NULL)
{
hasLinkFailed = true;
return;
}
addEmptyFootstepTableAsset("default_1st_person");
addEmptyFootstepTableAsset("default_3rd_person");
addEmptyFootstepTableAsset("default_1st_person_quiet");
addEmptyFootstepTableAsset("default_3rd_person_quiet");
addEmptyFootstepTableAsset("default_3rd_person_loud");
addEmptyFootstepTableAsset("default_ai");
if (m_context.LoadDependency<AssetRawFile>("animtrees/fxanim_props.atr") == NULL)
{
hasLinkFailed = true;
return;
}
}
};