Extract model loading functionality out

This commit is contained in:
Jarrod Doyle 2024-08-25 16:47:05 +01:00
parent e313ca58a7
commit b6a65fc10b
Signed by: Jayrude
GPG Key ID: 38B57B16E7C0ADF7
2 changed files with 113 additions and 11 deletions

View File

@ -164,23 +164,18 @@ public partial class Mission : Node3D
// Let's try and place an object :) // Let's try and place an object :)
var modelName = modelNameProp.modelName + ".bin"; var modelName = modelNameProp.modelName + ".bin";
var objPath = _installPaths.GetObjectPath(_campaignName, modelName);
var pos = brush.position.ToGodotVec3(); var pos = brush.position.ToGodotVec3();
var rawRot = brush.angle; var rawRot = brush.angle;
var rot = new Vector3(rawRot.Y, rawRot.Z, rawRot.X) * 360 / ushort.MaxValue; var rot = new Vector3(rawRot.Y, rawRot.Z, rawRot.X) * 360 / ushort.MaxValue;
var scale = scaleProp == null ? Vector3.One : scaleProp.scale.ToGodotVec3(false); var scale = scaleProp == null ? Vector3.One : scaleProp.scale.ToGodotVec3(false);
var model = new Model var model = ModelLoader.LoadModel(_installPaths, _campaignName, modelName);
if (model != null)
{ {
Position = pos, model.Position = pos;
RotationDegrees = rot, model.RotationDegrees = rot;
Scale = scale, model.Scale = scale;
}; AddChild(model);
if (objPath != null)
{
model.BuildModel("", objPath);
} }
AddChild(model);
} }
} }

View File

@ -0,0 +1,107 @@
using System.Collections.Generic;
using System.IO;
using Godot;
using KeepersCompound.LGS;
namespace KeepersCompound.TMV;
public static class ModelLoader
{
public static MeshInstance3D LoadModel(ResourcePathManager pathManager, string campaignName, string modelName)
{
var modelPath = pathManager.GetObjectPath(campaignName, modelName);
if (modelPath == null)
{
return null;
}
var modelFile = new ModelFile(modelPath);
if (modelFile == null)
{
GD.Print($"Failed to load model file: {modelPath}");
return null;
}
// TODO: Remove this disgusting hack. Not only is it a hack, it doesn't support custom models
var baseDir = Path.GetDirectoryName(modelPath);
var options = new EnumerationOptions
{
MatchCasing = MatchCasing.CaseInsensitive,
RecurseSubdirectories = true,
};
var materials = new List<StandardMaterial3D>();
foreach (var material in modelFile.Materials)
{
if (material.Type == 0)
{
var paths = Directory.GetFiles(baseDir, material.Name, options);
if (paths.IsEmpty()) continue;
materials.Add(new StandardMaterial3D
{
AlbedoTexture = TextureLoader.LoadTexture(paths[0])
});
}
else
{
var b = (material.Handle) & 0xff;
var g = (material.Handle >> 8) & 0xff;
var r = (material.Handle >> 16) & 0xff;
var colour = new Color(r / 255.0f, g / 255.0f, b / 255.0f, 1.0f);
materials.Add(new StandardMaterial3D
{
AlbedoColor = colour
});
}
}
var surfaceDataMap = new Dictionary<int, MeshSurfaceData>();
foreach (var poly in modelFile.Polygons)
{
var vertices = new List<Vector3>();
var normal = modelFile.Normals[poly.Normal].ToGodotVec3();
var uvs = new List<Vector2>();
for (var i = 0; i < poly.VertexCount; i++)
{
var vertex = modelFile.Vertices[poly.VertexIndices[i]];
vertices.Add(vertex.ToGodotVec3());
if (i < poly.UvIndices.Length)
{
var uv = modelFile.Uvs[poly.UvIndices[i]];
uvs.Add(new Vector2(uv.X, uv.Y));
}
else
{
uvs.Add(Vector2.Zero);
}
}
if (!surfaceDataMap.ContainsKey(poly.Data))
{
surfaceDataMap.Add(poly.Data, new MeshSurfaceData());
}
surfaceDataMap[poly.Data].AddPolygon(vertices, normal, uvs, uvs);
}
var mesh = new ArrayMesh();
foreach (var (materialId, surfaceData) in surfaceDataMap)
{
var array = surfaceData.BuildSurfaceArray();
var surfaceIdx = mesh.GetSurfaceCount();
mesh.AddSurfaceFromArrays(Mesh.PrimitiveType.Triangles, array);
for (var i = 0; i < materials.Count; i++)
{
var m = modelFile.Materials[i];
if (m.Slot == materialId)
{
mesh.SurfaceSetMaterial(surfaceIdx, materials[i]);
break;
}
}
}
var pos = -modelFile.Header.Center.ToGodotVec3();
var meshInstance = new MeshInstance3D { Mesh = mesh, Position = pos };
return meshInstance;
}
}