ThiefLightmapper/KeepersCompound.Lightmapper/MeshBuilder.cs

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using System.Numerics;
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using KeepersCompound.LGS;
using KeepersCompound.LGS.Database;
using KeepersCompound.LGS.Database.Chunks;
using Serilog;
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namespace KeepersCompound.Lightmapper;
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// TODO: Rename to CastSurfaceType?
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public enum SurfaceType
{
Solid,
Sky,
Water,
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Air,
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}
public class Mesh(int triangleCount, List<Vector3> vertices, List<int> indices, List<SurfaceType> triangleSurfaceMap)
{
public int TriangleCount { get; } = triangleCount;
public Vector3[] Vertices { get; } = [..vertices];
public int[] Indices { get; } = [..indices];
public SurfaceType[] TriangleSurfaceMap { get; } = [..triangleSurfaceMap];
}
public class MeshBuilder
{
private int _triangleCount = 0;
private readonly List<Vector3> _vertices = [];
private readonly List<int> _indices = [];
private readonly List<SurfaceType> _primSurfaceMap = [];
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public void AddWorldRepPolys(WorldRep worldRep)
{
var polyVertices = new List<Vector3>();
foreach (var cell in worldRep.Cells)
{
var numPolys = cell.PolyCount;
var numRenderPolys = cell.RenderPolyCount;
var numPortalPolys = cell.PortalPolyCount;
var solidPolys = numPolys - numPortalPolys;
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var cellIdxOffset = 0;
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for (var polyIdx = 0; polyIdx < numPolys; polyIdx++)
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{
// There's 2 types of poly that we need to include in the mesh:
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// - Terrain
// - Door vision blockers
//
// Door vision blockers are the interesting one. They're not RenderPolys at all, just flagged Polys.
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SurfaceType primType;
if (polyIdx < solidPolys)
{
primType = cell.RenderPolys[polyIdx].TextureId == 249 ? SurfaceType.Sky : SurfaceType.Solid;
}
else if (polyIdx < numRenderPolys)
{
// we no longer want water polys :)
continue;
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}
else if ((cell.Flags & 8) != 0)
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{
primType = SurfaceType.Solid;
}
else
{
continue;
}
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var poly = cell.Polys[polyIdx];
polyVertices.Clear();
polyVertices.EnsureCapacity(poly.VertexCount);
for (var i = 0; i < poly.VertexCount; i++)
{
polyVertices.Add(cell.Vertices[cell.Indices[cellIdxOffset + i]]);
}
AddPolygon(polyVertices, primType);
cellIdxOffset += poly.VertexCount;
}
}
}
public void AddObjectPolys(
BrList brushList,
ObjectHierarchy hierarchy,
ResourcePathManager.CampaignResources campaignResources)
{
var polyVertices = new List<Vector3>();
foreach (var brush in brushList.Brushes)
{
if (brush.media != BrList.Brush.Media.Object)
{
continue;
}
var id = (int)brush.brushInfo;
var modelNameProp = hierarchy.GetProperty<PropLabel>(id, "P$ModelName");
var scaleProp = hierarchy.GetProperty<PropVector>(id, "P$Scale");
var renderTypeProp = hierarchy.GetProperty<PropRenderType>(id, "P$RenderTyp");
var jointPosProp = hierarchy.GetProperty<PropJointPos>(id, "P$JointPos");
var immobileProp = hierarchy.GetProperty<PropBool>(id, "P$Immobile");
var staticShadowProp = hierarchy.GetProperty<PropBool>(id, "P$StatShad");
var joints = jointPosProp?.Positions ?? [0, 0, 0, 0, 0, 0];
var castsShadows = (immobileProp?.value ?? false) || (staticShadowProp?.value ?? false);
var renderMode = renderTypeProp?.mode ?? PropRenderType.Mode.Normal;
// TODO: Check which rendermodes cast shadows :)
if (modelNameProp == null || !castsShadows || renderMode == PropRenderType.Mode.CoronaOnly)
{
continue;
}
// Let's try and place an object :)
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// TODO: Handle failing to find model more gracefully
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var modelName = modelNameProp.value.ToLower() + ".bin";
var modelPath = campaignResources.GetResourcePath(ResourceType.Object, modelName);
if (modelPath == null)
{
Log.Warning("Failed to find model file: {Name}", modelName);
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continue;
}
var model = new ModelFile(modelPath);
model.ApplyJoints(joints);
// Calculate base model transform
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var transform = Matrix4x4.CreateScale(scaleProp?.value ?? Vector3.One);
transform *= Matrix4x4.CreateRotationX(float.DegreesToRadians(brush.angle.X));
transform *= Matrix4x4.CreateRotationY(float.DegreesToRadians(brush.angle.Y));
transform *= Matrix4x4.CreateRotationZ(float.DegreesToRadians(brush.angle.Z));
transform *= Matrix4x4.CreateTranslation(brush.position - model.Header.Center);
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// for each polygon slam its vertices and indices :)
foreach (var poly in model.Polygons)
{
polyVertices.Clear();
polyVertices.EnsureCapacity(poly.VertexCount);
foreach (var idx in poly.VertexIndices)
{
var vertex = model.Vertices[idx];
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vertex = Vector3.Transform(vertex, transform);
polyVertices.Add(vertex);
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}
AddPolygon(polyVertices, SurfaceType.Solid);
}
}
}
private void AddPolygon(List<Vector3> vertices, SurfaceType surfaceType)
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{
var vertexCount = vertices.Count;
var indexOffset = _vertices.Count;
// Polygons are n-sided, but fortunately they're convex so we can just do a fan triangulation
_vertices.AddRange(vertices);
for (var i = 1; i < vertexCount - 1; i++)
{
_indices.Add(indexOffset);
_indices.Add(indexOffset + i);
_indices.Add(indexOffset + i + 1);
_primSurfaceMap.Add(surfaceType);
_triangleCount++;
}
}
public Mesh Build()
{
return new Mesh(_triangleCount, _vertices, _indices, _primSurfaceMap);
}
}