218 lines
7.3 KiB
Lua
218 lines
7.3 KiB
Lua
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local sk_definition_writer = require('sk_definition_writer')
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local sk_scene = require('sk_scene')
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local sk_mesh = require('sk_mesh')
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local sk_math = require('sk_math')
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local sk_input = require('sk_input')
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local room_export = require('tools.level_scripts.room_export')
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local animation = require('tools.level_scripts.animation')
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local signals = require('tools.level_scripts.signals')
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sk_definition_writer.add_header('"../build/assets/materials/static.h"')
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sk_definition_writer.add_header('"../build/src/audio/subtitles.h"')
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sk_definition_writer.add_header('"levels/level_definition.h"')
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local portalable_surfaces = {
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concrete_modular_wall001d = true,
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concrete_modular_ceiling001a = true,
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concrete_modular_floor001a = true,
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}
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local signal_elements = {}
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local coplanar_tolerance = 0.1
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local function is_coplanar(mesh, plane)
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for _, vertex in pairs(mesh.vertices) do
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if math.abs(plane:distance_to_point(vertex)) > coplanar_tolerance then
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return false
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end
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end
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return true
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end
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local function should_join_mesh(entry)
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return entry.plane ~= nil
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end
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local function insert_or_merge(static_list, new_entry)
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if not should_join_mesh(new_entry) then
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table.insert(static_list, new_entry)
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return
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end
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for _, other_entry in pairs(static_list) do
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if should_join_mesh(other_entry) and
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other_entry.material_index == new_entry.material_index and
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other_entry.room_index == new_entry.room_index and
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is_coplanar(new_entry.chunk.mesh, other_entry.plane) then
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other_entry.chunk.mesh = other_entry.chunk.mesh:join(new_entry.chunk.mesh)
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other_entry.original_bb = other_entry.chunk.mesh.bb
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return
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end
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end
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table.insert(static_list, new_entry)
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end
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local function list_static_nodes(nodes)
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local result = {}
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local bb_scale = sk_input.settings.fixed_point_scale
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for k, v in pairs(nodes) do
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local renderChunks = sk_mesh.generate_render_chunks(v.node)
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local signal = sk_scene.find_named_argument(v.arguments, "indicator_lights")
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for _, chunkV in pairs(renderChunks) do
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local transform_index = animation.get_bone_index_for_node(v.node)
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local original_bb = chunkV.mesh.bb
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if transform_index then
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local bone = animation.get_bone_for_index(transform_index)
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local parent_pos = bone.full_transformation:decompose()
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chunkV.mesh = chunkV.mesh:transform(bone.full_transformation:inverse())
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original_bb.min = original_bb.min - parent_pos
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original_bb.max = original_bb.max - parent_pos
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end
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local plane = sk_math.plane3_with_point(chunkV.mesh.normals[1], chunkV.mesh.vertices[1])
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local accept_portals =chunkV.mesh.material and portalable_surfaces[chunkV.mesh.material.name] and not sk_scene.find_flag_argument(v.arguments, "no_portals")
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if transform_index or signal or accept_portals or not is_coplanar(chunkV.mesh, plane) then
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plane = nil
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end
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insert_or_merge(result, {
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node = v.node,
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chunk = chunkV,
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material_index = chunkV.material.macro_name,
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transform_index = transform_index,
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room_index = room_export.node_nearest_room_index(v.node) or 0,
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accept_portals = accept_portals,
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signal = signal,
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original_bb = original_bb,
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plane = plane,
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})
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end
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end
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return result;
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end
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local function proccessStaticNodes(nodes)
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local result = {}
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local bb_scale = sk_input.settings.fixed_point_scale
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local source_nodes = list_static_nodes(nodes)
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for _, source_node in pairs(source_nodes) do
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local gfxName = sk_mesh.generate_mesh({source_node.chunk}, "_geo", {defaultMaterial = source_node.chunk.material})
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local mesh_bb = source_node.original_bb * bb_scale
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mesh_bb.min.x = math.floor(mesh_bb.min.x + 0.5)
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mesh_bb.min.y = math.floor(mesh_bb.min.y + 0.5)
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mesh_bb.min.z = math.floor(mesh_bb.min.z + 0.5)
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mesh_bb.max.x = math.floor(mesh_bb.max.x + 0.5)
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mesh_bb.max.y = math.floor(mesh_bb.max.y + 0.5)
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mesh_bb.max.z = math.floor(mesh_bb.max.z + 0.5)
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table.insert(result, {
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node = source_node.node,
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mesh = source_node.chunk.mesh,
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mesh_bb = mesh_bb,
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display_list = sk_definition_writer.raw(gfxName),
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material_index = sk_definition_writer.raw(source_node.chunk.material.macro_name),
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transform_index = source_node.transform_index,
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room_index = source_node.room_index,
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accept_portals = source_node.accept_portals,
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signal = source_node.signal,
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})
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end
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table.sort(result, function(a, b)
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return a.room_index < b.room_index
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end)
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return result;
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end
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local static_nodes = proccessStaticNodes(sk_scene.nodes_for_type('@static'))
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local static_content_elements = {}
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local room_ranges = {}
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local static_bounding_boxes = {}
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for index, static_node in pairs(static_nodes) do
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if static_node.signal then
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local signal_number = signals.signal_number_for_name(static_node.signal)
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while #signal_elements < signal_number do
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table.insert(signal_elements, {})
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end
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table.insert(signal_elements[signal_number], #static_content_elements)
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end
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table.insert(static_content_elements, {
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displayList = static_node.display_list,
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materialIndex = static_node.material_index,
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transformIndex = static_node.transform_index and (static_node.transform_index - 1) or sk_definition_writer.raw('NO_TRANSFORM_INDEX'),
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})
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table.insert(static_bounding_boxes, {
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static_node.mesh_bb.min.x,
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static_node.mesh_bb.min.y,
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static_node.mesh_bb.min.z,
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static_node.mesh_bb.max.x,
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static_node.mesh_bb.max.y,
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static_node.mesh_bb.max.z,
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})
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good_index = index - 1
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while (#room_ranges <= static_node.room_index) do
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table.insert(room_ranges, {
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good_index,
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good_index
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})
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end
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local room_range = room_ranges[static_node.room_index + 1]
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room_range[2] = good_index + 1
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end
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sk_definition_writer.add_definition("static", "struct StaticContentElement[]", "_geo", static_content_elements)
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sk_definition_writer.add_definition("room_mapping", "struct Rangeu16[]", "_geo", room_ranges)
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sk_definition_writer.add_definition('bounding_boxes', 'struct BoundingBoxs16[]', '_geo', static_bounding_boxes)
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local signal_indices = {}
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local signal_ranges = {}
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for _, element in pairs(signal_elements) do
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table.insert(signal_ranges, {#signal_indices, #signal_indices + #element})
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for _, index in pairs(element) do
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table.insert(signal_indices, index)
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end
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end
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sk_definition_writer.add_definition("signal_ranges", "struct Rangeu16[]", "_geo", signal_ranges)
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sk_definition_writer.add_definition('signal_indices', 'u16[]', '_geo', signal_indices)
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return {
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static_nodes = static_nodes,
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static_content_elements = static_content_elements,
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static_bounding_boxes = static_bounding_boxes,
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room_ranges = room_ranges,
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signal_ranges = signal_ranges,
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signal_indices = signal_indices,
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} |