Dump and load iw4 physpresets

This commit is contained in:
Jan
2022-01-02 10:25:48 +01:00
parent 87c2e58c4b
commit bcafddd83a
9 changed files with 496 additions and 3 deletions

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@ -0,0 +1,101 @@
#include "AssetDumperPhysPreset.h"
#include <algorithm>
#include <cassert>
#include <cmath>
#include <type_traits>
#include "Game/IW4/ObjConstantsIW4.h"
#include "Game/IW4/InfoString/InfoStringFromStructConverter.h"
#include "Game/IW4/InfoString/PhysPresetFields.h"
using namespace IW4;
namespace IW4
{
class InfoStringFromPhysPresetConverter final : public InfoStringFromStructConverter
{
protected:
void FillFromExtensionField(const cspField_t& field) override
{
assert(false);
}
public:
InfoStringFromPhysPresetConverter(const PhysPresetInfo* structure, const cspField_t* fields, const size_t fieldCount, std::function<std::string(scr_string_t)> scriptStringValueCallback)
: InfoStringFromStructConverter(structure, fields, fieldCount, std::move(scriptStringValueCallback))
{
}
};
}
void AssetDumperPhysPreset::CopyToPhysPresetInfo(const PhysPreset* physPreset, PhysPresetInfo* physPresetInfo)
{
physPresetInfo->mass = std::clamp(physPreset->mass * 1000.0f, 1.0f, 2000.0f);
physPresetInfo->bounce = physPreset->bounce;
if (std::isinf(physPreset->friction))
{
physPresetInfo->isFrictionInfinity = 1;
physPresetInfo->friction = 0;
}
else
{
physPresetInfo->isFrictionInfinity = 0;
physPresetInfo->friction = physPreset->friction;
}
physPresetInfo->bulletForceScale = physPreset->bulletForceScale;
physPresetInfo->explosiveForceScale = physPreset->explosiveForceScale;
physPresetInfo->sndAliasPrefix = physPreset->sndAliasPrefix;
physPresetInfo->piecesSpreadFraction = physPreset->piecesSpreadFraction;
physPresetInfo->piecesUpwardVelocity = physPreset->piecesUpwardVelocity;
physPresetInfo->tempDefaultToCylinder = physPreset->tempDefaultToCylinder ? 1 : 0;
physPresetInfo->perSurfaceSndAlias = physPreset->perSurfaceSndAlias ? 1 : 0;
}
InfoString AssetDumperPhysPreset::CreateInfoString(XAssetInfo<PhysPreset>* asset)
{
auto* physPresetInfo = new PhysPresetInfo;
CopyToPhysPresetInfo(asset->Asset(), physPresetInfo);
InfoStringFromPhysPresetConverter converter(physPresetInfo, phys_preset_fields, std::extent<decltype(phys_preset_fields)>::value, [asset](const scr_string_t scrStr) -> std::string
{
assert(scrStr < asset->m_zone->m_script_strings.Count());
if (scrStr >= asset->m_zone->m_script_strings.Count())
return "";
return asset->m_zone->m_script_strings[scrStr];
});
return converter.Convert();
}
bool AssetDumperPhysPreset::ShouldDump(XAssetInfo<PhysPreset>* asset)
{
return true;
}
void AssetDumperPhysPreset::DumpAsset(AssetDumpingContext& context, XAssetInfo<PhysPreset>* asset)
{
// Only dump raw when no gdt available
if (context.m_gdt)
{
const auto infoString = CreateInfoString(asset);
GdtEntry gdtEntry(asset->m_name, ObjConstants::GDF_FILENAME_PHYS_PRESET);
infoString.ToGdtProperties(ObjConstants::INFO_STRING_PREFIX_PHYS_PRESET, gdtEntry);
context.m_gdt->WriteEntry(gdtEntry);
}
else
{
const auto assetFile = context.OpenAssetFile("physic/" + asset->m_name);
if (!assetFile)
return;
auto& stream = *assetFile;
const auto infoString = CreateInfoString(asset);
const auto stringValue = infoString.ToString(ObjConstants::INFO_STRING_PREFIX_PHYS_PRESET);
stream.write(stringValue.c_str(), stringValue.size());
}
}

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@ -0,0 +1,18 @@
#pragma once
#include "Dumping/AbstractAssetDumper.h"
#include "Game/IW4/IW4.h"
#include "InfoString/InfoString.h"
namespace IW4
{
class AssetDumperPhysPreset final : public AbstractAssetDumper<PhysPreset>
{
static void CopyToPhysPresetInfo(const PhysPreset* physPreset, PhysPresetInfo* physPresetInfo);
static InfoString CreateInfoString(XAssetInfo<PhysPreset>* asset);
protected:
bool ShouldDump(XAssetInfo<PhysPreset>* asset) override;
void DumpAsset(AssetDumpingContext& context, XAssetInfo<PhysPreset>* asset) override;
};
}

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@ -10,6 +10,7 @@
#include "AssetDumpers/AssetDumperLocalizeEntry.h"
#include "AssetDumpers/AssetDumperMenuDef.h"
#include "AssetDumpers/AssetDumperMenuList.h"
#include "AssetDumpers/AssetDumperPhysPreset.h"
#include "AssetDumpers/AssetDumperRawFile.h"
#include "AssetDumpers/AssetDumperStringTable.h"
#include "AssetDumpers/AssetDumperVehicle.h"
@ -34,7 +35,7 @@ bool ZoneDumper::DumpZone(AssetDumpingContext& context) const
const auto* assetPools = dynamic_cast<GameAssetPoolIW4*>(context.m_zone->m_pools.get());
// DUMP_ASSET_POOL(AssetDumperPhysPreset, m_phys_preset, ASSET_TYPE_PHYSPRESET)
DUMP_ASSET_POOL(AssetDumperPhysPreset, m_phys_preset, ASSET_TYPE_PHYSPRESET)
// DUMP_ASSET_POOL(AssetDumperPhysCollmap, m_phys_collmap, ASSET_TYPE_PHYSCOLLMAP)
// DUMP_ASSET_POOL(AssetDumperXAnimParts, m_xanim_parts, ASSET_TYPE_XANIMPARTS)
DUMP_ASSET_POOL(AssetDumperXModel, m_xmodel, ASSET_TYPE_XMODEL)