Attempt to use submodels with origin != 0 0 0

This commit is contained in:
Robert Beckebans 2022-09-24 20:13:48 +02:00
parent d44de32ec9
commit 03c1a91647
2 changed files with 79 additions and 63 deletions

View file

@ -349,7 +349,7 @@ public:
void ConvertFromBrush( const idMapBrush* brush, int entityNum, int primitiveNum );
void ConvertFromPatch( const idMapPatch* patch, int entityNum, int primitiveNum );
static MapPolygonMesh* ConvertFromMeshGltf( const gltfMesh_Primitive* prim, gltfData* _data, idMat4 trans );
static MapPolygonMesh* ConvertFromMeshGltf( const gltfMesh_Primitive* prim, gltfData* _data, const idMat4& transform );
static MapPolygonMesh* Parse( idLexer& src, const idVec3& origin, float version = CURRENT_MAP_VERSION );
bool Write( idFile* fp, int primitiveNum, const idVec3& origin ) const;

View file

@ -30,18 +30,17 @@ If you have questions concerning this license or the applicable additional terms
#include "precompiled.h"
#pragma hdrstop
// files import as y-up. Use this transform to change the model to z-up.
static const idAngles blenderToDoomAngels = idAngles( 0.0f, 0.0f, 90 );
static const idMat4 blenderToDoomTransform( blenderToDoomAngels.ToMat3(), vec3_origin );
MapPolygonMesh* MapPolygonMesh::ConvertFromMeshGltf( const gltfMesh_Primitive* prim, gltfData* _data , idMat4 trans )
MapPolygonMesh* MapPolygonMesh::ConvertFromMeshGltf( const gltfMesh_Primitive* prim, gltfData* _data , const idMat4& transform )
{
MapPolygonMesh* mesh = new MapPolygonMesh();
gltfAccessor* accessor = _data->AccessorList()[prim->indices];
gltfBufferView* bv = _data->BufferViewList()[accessor->bufferView];
gltfData* data = bv->parent;
// files import as y-up. Use this transform to change the model to z-up.
idMat3 rotation = idAngles( 0.0f, 0.0f, 90.0f ).ToMat3();
idMat4 axisTransform( rotation, vec3_origin );
gltfMaterial* mat = NULL;
if( prim->material != -1 )
{
@ -126,8 +125,9 @@ MapPolygonMesh* MapPolygonMesh::ConvertFromMeshGltf( const gltfMesh_Primitive* p
bin.Read( ( void* )( &pos.y ), attrAcc->typeSize );
bin.Read( ( void* )( &pos.z ), attrAcc->typeSize );
pos *= trans;
pos *= axisTransform;
// move into entity space
pos *= transform;
//pos *= blenderToDoomTransform;
mesh->verts[i].xyz.x = pos.x;
mesh->verts[i].xyz.y = pos.y;
@ -166,7 +166,7 @@ MapPolygonMesh* MapPolygonMesh::ConvertFromMeshGltf( const gltfMesh_Primitive* p
normal.y = vec.y;
normal.z = vec.z;
normal *= axisTransform;
normal *= transform;
mesh->verts[i].SetNormal( normal );
}
@ -210,7 +210,7 @@ MapPolygonMesh* MapPolygonMesh::ConvertFromMeshGltf( const gltfMesh_Primitive* p
tangent.y = vec.y;
tangent.z = vec.z;
tangent *= axisTransform;
tangent *= transform;
mesh->verts[i].SetTangent( tangent );
mesh->verts[i].SetBiTangentSign( vec.w );
@ -289,89 +289,60 @@ MapPolygonMesh* MapPolygonMesh::ConvertFromMeshGltf( const gltfMesh_Primitive* p
}
}
mesh->SetContents();
return mesh;
}
void ProcessSceneNode( idMapEntity* newEntity, gltfNode* node, idMat4 trans, gltfData* data , bool staticMesh = false )
static void ProcessSceneNode_r( idMapEntity* newEntity, gltfNode* node, const idMat4& parentTransform, const idMat4& worldToEntityTransform, gltfData* data )
{
auto& nodeList = data->NodeList();
gltfData::ResolveNodeMatrix( node );
idMat4 curTrans = trans * node->matrix;
idMat4 nodeToWorldTransform = parentTransform * node->matrix;
//idMat4 nodeToWorldTransform = parentTransform * ( blenderToDoomTransform * node->matrix );
idDict newPairs = node->extras.strPairs;
newPairs.SetDefaults( &newEntity->epairs );
newEntity->epairs = newPairs;
const char* classname = newEntity->epairs.GetString( "classname" );
const char* model = newEntity->epairs.GetString( "model" );
bool isFuncStaticMesh = staticMesh || ( idStr::Icmp( classname, "func_static" ) == 0 ) && ( idStr::Icmp( model, node->name ) == 0 );
for( auto& child : node->children )
{
ProcessSceneNode( newEntity, nodeList[child], curTrans, data, isFuncStaticMesh );
}
// bring mesh data into entity space
idMat4 nodeToEntityTransform = nodeToWorldTransform * worldToEntityTransform;
if( node->mesh != -1 )
{
for( auto* prim : data->MeshList()[node->mesh]->primitives )
{
newEntity->AddPrimitive( MapPolygonMesh::ConvertFromMeshGltf( prim, data , curTrans ) );
newEntity->AddPrimitive( MapPolygonMesh::ConvertFromMeshGltf( prim, data, nodeToEntityTransform ) );
}
}
if( node->name.Length() )
for( auto& child : node->children )
{
newEntity->epairs.Set( "name", node->name );
ProcessSceneNode_r( newEntity, nodeList[child], nodeToWorldTransform, worldToEntityTransform, data );
}
#if 0
for( int i = 0; i < newEntity->epairs.GetNumKeyVals(); i++ )
{
const idKeyValue* kv = newEntity->epairs.GetKeyVal( i );
idLib::Printf( "entity[ %s ] key = '%s' value = '%s'\n", node->name.c_str(), kv->GetKey().c_str(), kv->GetValue().c_str() );
}
#endif
idVec3 origin;
origin.x = node->translation.x;
origin.y = node->translation.y;
origin.z = node->translation.z;
// files import as y-up. Use this transform to change the model to z-up.
idMat3 rotation = idAngles( 0.0f, 0.0f, 90.0f ).ToMat3();
idMat4 axisTransform( rotation, vec3_origin );
origin *= axisTransform;
newEntity->epairs.Set( "origin", origin.ToString() );
}
void Map_AddMeshes( idMapEntity* _Entity, gltfNode* _Node, idMat4& _Trans, gltfData* _Data )
static void AddMeshesToWorldspawn_r( idMapEntity* entity, gltfNode* node, const idMat4& transform, gltfData* data )
{
gltfData::ResolveNodeMatrix( _Node );
idMat4 curTrans = _Trans * _Node->matrix;
gltfData::ResolveNodeMatrix( node );
idMat4 nodeToWorldTransform = transform * node->matrix;
if( _Node->mesh != -1 )
if( node->mesh != -1 )
{
for( auto prim : _Data->MeshList()[_Node->mesh]->primitives )
for( auto prim : data->MeshList()[node->mesh]->primitives )
{
_Entity->AddPrimitive( MapPolygonMesh::ConvertFromMeshGltf( prim, _Data, curTrans ) );
entity->AddPrimitive( MapPolygonMesh::ConvertFromMeshGltf( prim, data, nodeToWorldTransform ) );
}
}
for( auto& child : _Node->children )
for( auto& child : node->children )
{
Map_AddMeshes( _Entity, _Data->NodeList()[child], curTrans, _Data );
AddMeshesToWorldspawn_r( entity, data->NodeList()[child], nodeToWorldTransform, data );
}
};
int idMapEntity::GetEntities( gltfData* data, EntityListRef entities, int sceneID )
{
idMapEntity* worldspawn = new( TAG_IDLIB_GLTF ) idMapEntity();
worldspawn->epairs.Set( "classname", "worldspawn" );
entities.Append( worldspawn );
bool wpSet = false;
@ -394,16 +365,61 @@ int idMapEntity::GetEntities( gltfData* data, EntityListRef entities, int sceneI
// account all meshes starting with "worldspawn." or "BSP" in the name
if( idStr::Icmpn( node->name, "BSP", 3 ) == 0 || idStr::Icmpn( node->name, "worldspawn.", 11 ) == 0 )
{
Map_AddMeshes( worldspawn, node, mat4_identity, data );
AddMeshesToWorldspawn_r( worldspawn, node, blenderToDoomTransform, data );
}
else
{
idMapEntity* newEntity = new( TAG_IDLIB_GLTF ) idMapEntity();
entities.Append( newEntity );
idStr classname = node->extras.strPairs.GetString( "classname" );
ProcessSceneNode( newEntity, node, mat4_identity, data );
// skip everything that is not an entity
if( !classname.IsEmpty() )
{
idMapEntity* newEntity = new( TAG_IDLIB_GLTF ) idMapEntity();
entities.Append( newEntity );
entityCount++;
if( node->name.Length() )
{
newEntity->epairs.Set( "name", node->name );
}
// copy custom properties filled in Blender
idDict newPairs = node->extras.strPairs;
newPairs.SetDefaults( &newEntity->epairs );
newEntity->epairs = newPairs;
// gather entity transform and bring it into id Tech 4 space
gltfData::ResolveNodeMatrix( node );
idMat4 entityToWorldTransform = blenderToDoomTransform * node->matrix;
idMat4 worldToEntityTransform = entityToWorldTransform.Inverse();
// set entity transform in a way the game and physics code understand it
idVec3 origin = blenderToDoomTransform * node->translation;
newEntity->epairs.SetVector( "origin", origin );
#if 0
if( idStr::Icmp( classname, "info_player_start" ) != 0 )
//if( !node->matrix.IsIdentity() )
{
idMat3 rotation = entityToWorldTransform.ToMat3();
newEntity->epairs.SetMatrix( "rotation", rotation );
}
#endif
#if 1
for( int i = 0; i < newEntity->epairs.GetNumKeyVals(); i++ )
{
const idKeyValue* kv = newEntity->epairs.GetKeyVal( i );
idLib::Printf( "entity[ %s ] key = '%s' value = '%s'\n", node->name.c_str(), kv->GetKey().c_str(), kv->GetValue().c_str() );
}
#endif
// add meshes from all subnodes
ProcessSceneNode_r( newEntity, node, mat4_identity, worldToEntityTransform, data );
entityCount++;
}
}
}
}