mirror of
https://github.com/Laupetin/OpenAssetTools.git
synced 2025-04-19 15:52:53 +00:00
91 lines
3.5 KiB
C++
91 lines
3.5 KiB
C++
#include "InfoStringLoaderPhysPresetT6.h"
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#include "Game/T6/InfoString/InfoStringToStructConverter.h"
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#include "Game/T6/PhysPreset/PhysPresetFields.h"
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#include "Game/T6/T6.h"
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#include <algorithm>
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#include <cassert>
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#include <cstring>
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#include <format>
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#include <iostream>
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#include <limits>
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using namespace T6;
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namespace
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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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AssetCreationContext& context,
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AssetRegistration<AssetPhysPreset>& registration,
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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, context, registration, fields, fieldCount)
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{
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}
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};
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void 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.piecesSpreadFraction = physPresetInfo.piecesSpreadFraction;
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physPreset.piecesUpwardVelocity = physPresetInfo.piecesUpwardVelocity;
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physPreset.canFloat = physPresetInfo.canFloat;
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physPreset.gravityScale = std::clamp(physPresetInfo.gravityScale, 0.01f, 10.0f);
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physPreset.centerOfMassOffset = physPresetInfo.centerOfMassOffset;
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physPreset.buoyancyBoxMin = physPresetInfo.buoyancyBoxMin;
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physPreset.buoyancyBoxMax = physPresetInfo.buoyancyBoxMax;
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}
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} // namespace
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InfoStringLoaderPhysPreset::InfoStringLoaderPhysPreset(MemoryManager& memory, ISearchPath& searchPath, Zone& zone)
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: m_memory(memory),
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m_search_path(searchPath),
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m_zone(zone)
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{
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}
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AssetCreationResult InfoStringLoaderPhysPreset::CreateAsset(const std::string& assetName, const InfoString& infoString, AssetCreationContext& context)
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{
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auto* physPreset = m_memory.Alloc<PhysPreset>();
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physPreset->name = m_memory.Dup(assetName.c_str());
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AssetRegistration<AssetPhysPreset> registration(assetName, physPreset);
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PhysPresetInfo physPresetInfo;
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memset(&physPresetInfo, 0, sizeof(physPresetInfo));
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InfoStringToPhysPresetConverter converter(
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infoString, physPresetInfo, m_zone.m_script_strings, m_memory, context, registration, 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::cerr << std::format("Failed to parse phys preset: \"{}\"\n", assetName);
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return AssetCreationResult::Failure();
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}
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CopyFromPhysPresetInfo(physPresetInfo, *physPreset);
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return AssetCreationResult::Success(context.AddAsset(std::move(registration)));
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}
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