mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2025-03-14 22:50:45 +00:00
Attempt to use submodels with origin != 0 0 0
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d44de32ec9
commit
03c1a91647
2 changed files with 79 additions and 63 deletions
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@ -349,7 +349,7 @@ public:
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void ConvertFromBrush( const idMapBrush* brush, int entityNum, int primitiveNum );
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void ConvertFromPatch( const idMapPatch* patch, int entityNum, int primitiveNum );
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static MapPolygonMesh* ConvertFromMeshGltf( const gltfMesh_Primitive* prim, gltfData* _data, idMat4 trans );
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static MapPolygonMesh* ConvertFromMeshGltf( const gltfMesh_Primitive* prim, gltfData* _data, const idMat4& transform );
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static MapPolygonMesh* Parse( idLexer& src, const idVec3& origin, float version = CURRENT_MAP_VERSION );
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bool Write( idFile* fp, int primitiveNum, const idVec3& origin ) const;
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@ -30,18 +30,17 @@ If you have questions concerning this license or the applicable additional terms
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#include "precompiled.h"
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#pragma hdrstop
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// files import as y-up. Use this transform to change the model to z-up.
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static const idAngles blenderToDoomAngels = idAngles( 0.0f, 0.0f, 90 );
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static const idMat4 blenderToDoomTransform( blenderToDoomAngels.ToMat3(), vec3_origin );
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MapPolygonMesh* MapPolygonMesh::ConvertFromMeshGltf( const gltfMesh_Primitive* prim, gltfData* _data , idMat4 trans )
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MapPolygonMesh* MapPolygonMesh::ConvertFromMeshGltf( const gltfMesh_Primitive* prim, gltfData* _data , const idMat4& transform )
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{
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MapPolygonMesh* mesh = new MapPolygonMesh();
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gltfAccessor* accessor = _data->AccessorList()[prim->indices];
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gltfBufferView* bv = _data->BufferViewList()[accessor->bufferView];
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gltfData* data = bv->parent;
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// files import as y-up. Use this transform to change the model to z-up.
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idMat3 rotation = idAngles( 0.0f, 0.0f, 90.0f ).ToMat3();
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idMat4 axisTransform( rotation, vec3_origin );
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gltfMaterial* mat = NULL;
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if( prim->material != -1 )
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{
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@ -126,8 +125,9 @@ MapPolygonMesh* MapPolygonMesh::ConvertFromMeshGltf( const gltfMesh_Primitive* p
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bin.Read( ( void* )( &pos.y ), attrAcc->typeSize );
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bin.Read( ( void* )( &pos.z ), attrAcc->typeSize );
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pos *= trans;
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pos *= axisTransform;
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// move into entity space
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pos *= transform;
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//pos *= blenderToDoomTransform;
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mesh->verts[i].xyz.x = pos.x;
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mesh->verts[i].xyz.y = pos.y;
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@ -166,7 +166,7 @@ MapPolygonMesh* MapPolygonMesh::ConvertFromMeshGltf( const gltfMesh_Primitive* p
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normal.y = vec.y;
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normal.z = vec.z;
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normal *= axisTransform;
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normal *= transform;
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mesh->verts[i].SetNormal( normal );
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}
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@ -210,7 +210,7 @@ MapPolygonMesh* MapPolygonMesh::ConvertFromMeshGltf( const gltfMesh_Primitive* p
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tangent.y = vec.y;
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tangent.z = vec.z;
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tangent *= axisTransform;
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tangent *= transform;
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mesh->verts[i].SetTangent( tangent );
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mesh->verts[i].SetBiTangentSign( vec.w );
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@ -289,89 +289,60 @@ MapPolygonMesh* MapPolygonMesh::ConvertFromMeshGltf( const gltfMesh_Primitive* p
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}
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}
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mesh->SetContents();
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return mesh;
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}
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void ProcessSceneNode( idMapEntity* newEntity, gltfNode* node, idMat4 trans, gltfData* data , bool staticMesh = false )
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static void ProcessSceneNode_r( idMapEntity* newEntity, gltfNode* node, const idMat4& parentTransform, const idMat4& worldToEntityTransform, gltfData* data )
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{
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auto& nodeList = data->NodeList();
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gltfData::ResolveNodeMatrix( node );
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idMat4 curTrans = trans * node->matrix;
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idMat4 nodeToWorldTransform = parentTransform * node->matrix;
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//idMat4 nodeToWorldTransform = parentTransform * ( blenderToDoomTransform * node->matrix );
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idDict newPairs = node->extras.strPairs;
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newPairs.SetDefaults( &newEntity->epairs );
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newEntity->epairs = newPairs;
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const char* classname = newEntity->epairs.GetString( "classname" );
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const char* model = newEntity->epairs.GetString( "model" );
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bool isFuncStaticMesh = staticMesh || ( idStr::Icmp( classname, "func_static" ) == 0 ) && ( idStr::Icmp( model, node->name ) == 0 );
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for( auto& child : node->children )
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{
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ProcessSceneNode( newEntity, nodeList[child], curTrans, data, isFuncStaticMesh );
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}
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// bring mesh data into entity space
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idMat4 nodeToEntityTransform = nodeToWorldTransform * worldToEntityTransform;
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if( node->mesh != -1 )
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{
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for( auto* prim : data->MeshList()[node->mesh]->primitives )
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{
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newEntity->AddPrimitive( MapPolygonMesh::ConvertFromMeshGltf( prim, data , curTrans ) );
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newEntity->AddPrimitive( MapPolygonMesh::ConvertFromMeshGltf( prim, data, nodeToEntityTransform ) );
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}
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}
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if( node->name.Length() )
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for( auto& child : node->children )
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{
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newEntity->epairs.Set( "name", node->name );
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ProcessSceneNode_r( newEntity, nodeList[child], nodeToWorldTransform, worldToEntityTransform, data );
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}
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#if 0
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for( int i = 0; i < newEntity->epairs.GetNumKeyVals(); i++ )
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{
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const idKeyValue* kv = newEntity->epairs.GetKeyVal( i );
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idLib::Printf( "entity[ %s ] key = '%s' value = '%s'\n", node->name.c_str(), kv->GetKey().c_str(), kv->GetValue().c_str() );
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}
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#endif
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idVec3 origin;
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origin.x = node->translation.x;
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origin.y = node->translation.y;
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origin.z = node->translation.z;
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// files import as y-up. Use this transform to change the model to z-up.
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idMat3 rotation = idAngles( 0.0f, 0.0f, 90.0f ).ToMat3();
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idMat4 axisTransform( rotation, vec3_origin );
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origin *= axisTransform;
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newEntity->epairs.Set( "origin", origin.ToString() );
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}
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void Map_AddMeshes( idMapEntity* _Entity, gltfNode* _Node, idMat4& _Trans, gltfData* _Data )
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static void AddMeshesToWorldspawn_r( idMapEntity* entity, gltfNode* node, const idMat4& transform, gltfData* data )
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{
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gltfData::ResolveNodeMatrix( _Node );
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idMat4 curTrans = _Trans * _Node->matrix;
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gltfData::ResolveNodeMatrix( node );
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idMat4 nodeToWorldTransform = transform * node->matrix;
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if( _Node->mesh != -1 )
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if( node->mesh != -1 )
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{
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for( auto prim : _Data->MeshList()[_Node->mesh]->primitives )
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for( auto prim : data->MeshList()[node->mesh]->primitives )
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{
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_Entity->AddPrimitive( MapPolygonMesh::ConvertFromMeshGltf( prim, _Data, curTrans ) );
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entity->AddPrimitive( MapPolygonMesh::ConvertFromMeshGltf( prim, data, nodeToWorldTransform ) );
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}
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}
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for( auto& child : _Node->children )
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for( auto& child : node->children )
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{
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Map_AddMeshes( _Entity, _Data->NodeList()[child], curTrans, _Data );
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AddMeshesToWorldspawn_r( entity, data->NodeList()[child], nodeToWorldTransform, data );
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}
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};
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int idMapEntity::GetEntities( gltfData* data, EntityListRef entities, int sceneID )
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{
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idMapEntity* worldspawn = new( TAG_IDLIB_GLTF ) idMapEntity();
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worldspawn->epairs.Set( "classname", "worldspawn" );
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entities.Append( worldspawn );
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bool wpSet = false;
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@ -394,16 +365,61 @@ int idMapEntity::GetEntities( gltfData* data, EntityListRef entities, int sceneI
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// account all meshes starting with "worldspawn." or "BSP" in the name
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if( idStr::Icmpn( node->name, "BSP", 3 ) == 0 || idStr::Icmpn( node->name, "worldspawn.", 11 ) == 0 )
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{
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Map_AddMeshes( worldspawn, node, mat4_identity, data );
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AddMeshesToWorldspawn_r( worldspawn, node, blenderToDoomTransform, data );
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}
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else
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{
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idMapEntity* newEntity = new( TAG_IDLIB_GLTF ) idMapEntity();
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entities.Append( newEntity );
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idStr classname = node->extras.strPairs.GetString( "classname" );
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ProcessSceneNode( newEntity, node, mat4_identity, data );
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// skip everything that is not an entity
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if( !classname.IsEmpty() )
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{
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idMapEntity* newEntity = new( TAG_IDLIB_GLTF ) idMapEntity();
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entities.Append( newEntity );
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entityCount++;
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if( node->name.Length() )
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{
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newEntity->epairs.Set( "name", node->name );
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}
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// copy custom properties filled in Blender
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idDict newPairs = node->extras.strPairs;
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newPairs.SetDefaults( &newEntity->epairs );
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newEntity->epairs = newPairs;
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// gather entity transform and bring it into id Tech 4 space
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gltfData::ResolveNodeMatrix( node );
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idMat4 entityToWorldTransform = blenderToDoomTransform * node->matrix;
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idMat4 worldToEntityTransform = entityToWorldTransform.Inverse();
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// set entity transform in a way the game and physics code understand it
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idVec3 origin = blenderToDoomTransform * node->translation;
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newEntity->epairs.SetVector( "origin", origin );
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#if 0
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if( idStr::Icmp( classname, "info_player_start" ) != 0 )
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//if( !node->matrix.IsIdentity() )
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{
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idMat3 rotation = entityToWorldTransform.ToMat3();
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newEntity->epairs.SetMatrix( "rotation", rotation );
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}
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#endif
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#if 1
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for( int i = 0; i < newEntity->epairs.GetNumKeyVals(); i++ )
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{
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const idKeyValue* kv = newEntity->epairs.GetKeyVal( i );
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idLib::Printf( "entity[ %s ] key = '%s' value = '%s'\n", node->name.c_str(), kv->GetKey().c_str(), kv->GetValue().c_str() );
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}
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#endif
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// add meshes from all subnodes
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ProcessSceneNode_r( newEntity, node, mat4_identity, worldToEntityTransform, data );
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entityCount++;
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}
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}
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}
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}
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