portal64-still-alive/tools/level_scripts/static_export.lua
2023-12-02 13:58:08 -07:00

477 lines
15 KiB
Lua

local sk_definition_writer = require('sk_definition_writer')
local sk_scene = require('sk_scene')
local sk_mesh = require('sk_mesh')
local sk_math = require('sk_math')
local sk_input = require('sk_input')
local room_export = require('tools.level_scripts.room_export')
local animation = require('tools.level_scripts.animation')
local signals = require('tools.level_scripts.signals')
sk_definition_writer.add_header('"../build/assets/materials/static.h"')
sk_definition_writer.add_header('"../build/src/audio/subtitles.h"')
sk_definition_writer.add_header('"levels/level_definition.h"')
local portalable_surfaces = {
concrete_modular_wall001d = true,
concrete_modular_ceiling001a = true,
concrete_modular_floor001a = true,
}
local signal_elements = {}
local coplanar_tolerance = 0.01
local function is_coplanar(mesh, plane)
for _, vertex in pairs(mesh.vertices) do
if math.abs(plane:distance_to_point(vertex)) > coplanar_tolerance then
return false
end
end
return true
end
local function should_join_mesh(entry)
return entry.should_join_mesh
end
local function bb_union_cost(a, b)
local union = a:union(b)
local intersection = a:intersection(b)
return union:area() - a:area() - b:area() + intersection:area()
end
local function insert_or_merge(static_list, new_entry)
if not should_join_mesh(new_entry) then
table.insert(static_list, new_entry)
return
end
for _, other_entry in pairs(static_list) do
if should_join_mesh(other_entry) and
other_entry.material_index == new_entry.material_index and
other_entry.room_index == new_entry.room_index and
is_coplanar(new_entry.chunk.mesh, other_entry.plane) then
other_entry.chunk.mesh = other_entry.chunk.mesh:join(new_entry.chunk.mesh)
other_entry.original_bb = other_entry.chunk.mesh.bb
return
end
end
table.insert(static_list, new_entry)
end
local function bb_list(bb)
return {
bb.min.x,
bb.min.y,
bb.min.z,
bb.max.x,
bb.max.y,
bb.max.z,
}
end
local function check_for_decals(portal_surface, all_static_ndes)
if not portal_surface.accept_portals then
return false
end
local box_with_padding = sk_math.box3(portal_surface.original_bb.min - 0.1, portal_surface.original_bb.max + 0.1)
for _, other in pairs(all_static_ndes) do
local material = other.chunk.mesh.material
if material.renderMode and
material.renderMode.zMode == "ZMODE_DEC" and
portal_surface.transform_index == other.transform_index and
is_coplanar(other.chunk.mesh, portal_surface.plane) and
box_with_padding:overlaps(other.original_bb) then
return true
end
end
return false
end
local function list_static_nodes(nodes)
local result = {}
local bb_scale = sk_input.settings.fixed_point_scale
for k, v in pairs(nodes) do
local renderChunks = sk_mesh.generate_render_chunks(v.node)
local signal = sk_scene.find_named_argument(v.arguments, "indicator_lights")
for _, chunkV in pairs(renderChunks) do
local transform_index = animation.get_bone_index_for_node(v.node)
local original_bb = chunkV.mesh.bb
if transform_index then
local bone = animation.get_bone_for_index(transform_index)
local parent_pos = bone.full_transformation:decompose()
chunkV.mesh = chunkV.mesh:transform(bone.full_transformation:inverse())
original_bb.min = original_bb.min - parent_pos
original_bb.max = original_bb.max - parent_pos
end
local plane = sk_math.plane3_with_point(chunkV.mesh.normals[1], chunkV.mesh.vertices[1])
local should_join_mesh = true
local accept_portals = chunkV.mesh.material and portalable_surfaces[chunkV.mesh.material.name] and not sk_scene.find_flag_argument(v.arguments, "no_portals")
if transform_index or signal or accept_portals or not is_coplanar(chunkV.mesh, plane) then
should_join_mesh = false
end
insert_or_merge(result, {
node = v.node,
chunk = chunkV,
material_index = chunkV.material.macro_name,
transform_index = transform_index,
room_index = room_export.node_nearest_room_index(v.node) or 0,
accept_portals = accept_portals,
has_decals = false,
signal = signal,
original_bb = original_bb,
plane = plane,
should_join_mesh = should_join_mesh,
})
end
end
for _, node in pairs(result) do
node.has_decals = check_for_decals(node, result)
end
return result;
end
local function debug_print_index(index, indent)
indent = indent or ''
if indent == '' then
print('tree begin')
end
for key, node in pairs(index) do
if type(node) ~= 'table' then
print(indent .. key .. ' not table ' .. tostring(node))
elseif node.children then
print(indent .. key .. ' branch ' .. tostring(node.mesh_bb))
debug_print_index(node.children, ' ' .. indent)
else
print(indent .. key .. ' leaf ' .. tostring(node.node.name))
end
end
end
local function serialize_static_index(index)
local leaf_nodes = {}
local branch_nodes = {}
local function traverse_static_index(index, mesh_bb)
local static_start = #leaf_nodes
-- collect the leaf nodes first
for _, child in pairs(index) do
if not child.children then
table.insert(leaf_nodes, child)
end
end
local static_range = {min = static_start, max = #leaf_nodes}
local total_descendant_count = 0
local branch_node = {
box = bb_list(mesh_bb),
staticRange = static_range,
siblingOffset = 0,
}
table.insert(branch_nodes, branch_node)
-- recursively build the rest of the nodes
for _, child in pairs(index) do
if child.children then
total_descendant_count = total_descendant_count + traverse_static_index(child.children, child.mesh_bb)
end
end
branch_node.siblingOffset = total_descendant_count + 1
return total_descendant_count + 1
end
local room_bb = index[1].mesh_bb
for _, child in pairs(index) do
room_bb = room_bb:union(child.mesh_bb)
end
traverse_static_index(index, room_bb)
return leaf_nodes, branch_nodes
end
local axis_index_to_name = {'x', 'y', 'z'}
local function bb_center(bb, axis_name)
return (bb.min[axis_name] + bb.max[axis_name]) * 0.5
end
local function build_bvh_recursive(nodes)
if #nodes <= 1 then
return nodes
end
local split_halfs = {}
local split_score = #nodes + 1
for _, axis_name in pairs(axis_index_to_name) do
local center_min = bb_center(nodes[1].mesh_bb, axis_name)
local center_max = center_min
for _, node in pairs(nodes) do
local node_center = bb_center(node.mesh_bb, axis_name)
center_min = math.min(center_min, node_center)
center_max = math.max(center_max, node_center)
end
local left = {}
local right = {}
local center = (center_min + center_max) * 0.5
for _, node in pairs(nodes) do
if bb_center(node.mesh_bb, axis_name) < center then
table.insert(left, node)
else
table.insert(right, node)
end
end
local score = math.abs(#left - #right)
if score < split_score then
split_score = score
split_halfs = {left, right}
end
end
local total_bb = nodes[1].mesh_bb
for _, node in pairs(nodes) do
total_bb = total_bb:union(node.mesh_bb)
end
if split_score == #nodes then
return {{
children = {table.unpack(split_halfs[1]), table.unpack(split_halfs[2])},
mesh_bb = total_bb,
}}
end
return {{
children = {
table.unpack(build_bvh_recursive(split_halfs[1])),
table.unpack(build_bvh_recursive(split_halfs[2])),
},
mesh_bb = total_bb,
}}
end
local MAX_STATIC_INDEX_DEPTH = 4
local function build_static_index(room_static_nodes)
local animated_nodes = {}
local non_moving_nodes = {}
for _, node in pairs(room_static_nodes) do
if node.transform_index then
table.insert(animated_nodes, node)
else
table.insert(non_moving_nodes, node)
end
end
local non_moving_nodes = build_bvh_recursive(non_moving_nodes)
local static_result, branch_index = serialize_static_index(non_moving_nodes)
local animated_min = #static_result
for _, animated_node in pairs(animated_nodes) do
table.insert(static_result, animated_node)
end
return {
static_nodes = static_result,
branch_index = branch_index,
animated_range = {
min = animated_min,
max = #static_result,
},
}
end
local function process_static_nodes(nodes)
local result = {}
local bb_scale = sk_input.settings.fixed_point_scale
local source_nodes = list_static_nodes(nodes)
for _, source_node in pairs(source_nodes) do
local gfxName = sk_mesh.generate_mesh({source_node.chunk}, "_geo", {defaultMaterial = source_node.chunk.material})
local mesh_bb = source_node.original_bb * bb_scale
mesh_bb.min.x = math.floor(mesh_bb.min.x + 0.5)
mesh_bb.min.y = math.floor(mesh_bb.min.y + 0.5)
mesh_bb.min.z = math.floor(mesh_bb.min.z + 0.5)
mesh_bb.max.x = math.floor(mesh_bb.max.x + 0.5)
mesh_bb.max.y = math.floor(mesh_bb.max.y + 0.5)
mesh_bb.max.z = math.floor(mesh_bb.max.z + 0.5)
table.insert(result, {
node = source_node.node,
mesh = source_node.chunk.mesh,
mesh_bb = mesh_bb,
display_list = sk_definition_writer.raw(gfxName),
material_index = sk_definition_writer.raw(source_node.chunk.material.macro_name),
transform_index = source_node.transform_index,
room_index = source_node.room_index,
accept_portals = source_node.accept_portals,
has_decals = source_node.has_decals,
signal = source_node.signal,
})
end
table.sort(result, function(a, b)
return a.room_index < b.room_index
end)
local last_boundary = 1
local room_bvh_list = {}
local final_static_list = {}
for room_index = 0,room_export.room_count-1 do
local next_boundary = last_boundary
while next_boundary <= #result and result[next_boundary].room_index == room_index do
next_boundary = next_boundary + 1
end
local room_elements = {table.unpack(result, last_boundary, next_boundary - 1)}
local room_bvh = build_static_index(room_elements)
local animated_boxes = {}
for i = room_bvh.animated_range.min+1, room_bvh.animated_range.max do
table.insert(animated_boxes, bb_list(room_bvh.static_nodes[i].mesh_bb))
end
sk_definition_writer.add_definition('animated_boxes', 'struct BoundingBoxs16[]', '_geo', animated_boxes);
room_bvh.animated_range.min = room_bvh.animated_range.min + #final_static_list
room_bvh.animated_range.max = room_bvh.animated_range.max + #final_static_list
for _, branch_node in pairs(room_bvh.branch_index) do
branch_node.staticRange.min = branch_node.staticRange.min + #final_static_list
branch_node.staticRange.max = branch_node.staticRange.max + #final_static_list
end
sk_definition_writer.add_definition('bvh', 'struct StaticContentBox[]', '_geo', room_bvh.branch_index);
table.insert(room_bvh_list, {
boxIndex = sk_definition_writer.reference_to(room_bvh.branch_index, 1),
animatedBoxes = sk_definition_writer.reference_to(animated_boxes, 1),
animatedRange = room_bvh.animated_range,
boxCount = #room_bvh.branch_index,
})
for _, node in pairs(room_bvh.static_nodes) do
table.insert(final_static_list, node)
end
last_boundary = next_boundary
end
sk_definition_writer.add_definition('room_bvh', 'struct StaticIndex[]', '_geo', room_bvh_list);
return final_static_list, room_bvh_list;
end
local static_nodes, room_bvh_list = process_static_nodes(sk_scene.nodes_for_type('@static'))
local static_content_elements = {}
local room_ranges = {}
local bb_scale_inv = 1 / sk_input.settings.fixed_point_scale
for index, static_node in pairs(static_nodes) do
if static_node.signal then
local signal_number = signals.signal_number_for_name(static_node.signal)
while #signal_elements < signal_number do
table.insert(signal_elements, {})
end
table.insert(signal_elements[signal_number], #static_content_elements)
end
table.insert(static_content_elements, {
displayList = static_node.display_list,
center = static_node.mesh_bb:lerp(0.5) * bb_scale_inv,
materialIndex = static_node.material_index,
transformIndex = static_node.transform_index and (static_node.transform_index - 1) or sk_definition_writer.raw('NO_TRANSFORM_INDEX'),
})
good_index = index - 1
while (#room_ranges <= static_node.room_index) do
table.insert(room_ranges, {
good_index,
good_index
})
end
local room_range = room_ranges[static_node.room_index + 1]
room_range[2] = good_index + 1
end
sk_definition_writer.add_definition("static", "struct StaticContentElement[]", "_geo", static_content_elements)
sk_definition_writer.add_definition("room_mapping", "struct Rangeu16[]", "_geo", room_ranges)
local signal_indices = {}
local signal_ranges = {}
for _, element in pairs(signal_elements) do
table.insert(signal_ranges, {#signal_indices, #signal_indices + #element})
for _, index in pairs(element) do
table.insert(signal_indices, index)
end
end
sk_definition_writer.add_definition("signal_ranges", "struct Rangeu16[]", "_geo", signal_ranges)
sk_definition_writer.add_definition('signal_indices', 'u16[]', '_geo', signal_indices)
return {
static_nodes = static_nodes,
static_content_elements = static_content_elements,
room_ranges = room_ranges,
signal_ranges = signal_ranges,
signal_indices = signal_indices,
room_bvh_list = room_bvh_list,
}