portal64-still-alive/tools/level_scripts/entities.lua
Matt Penny b29b5c2b8d Autogenerate static collision for fizzler sides (#70)
Eliminates the two stationary dynamic collision objects that were
previously used.

This change refactors entities.lua and collision_export.lua to support
autogenerated static collision for any object which may need it in the
future.
2024-06-06 23:39:56 -04:00

276 lines
9.3 KiB
Lua

local sk_definition_writer = require('sk_definition_writer')
local sk_scene = require('sk_scene')
local sk_math = require('sk_math')
local room_export = require('tools.level_scripts.room_export')
local trigger = require('tools.level_scripts.trigger')
local signals = require('tools.level_scripts.signals')
local box_droppers = {}
for _, dropper in pairs(sk_scene.nodes_for_type('@box_dropper')) do
local position = dropper.node.full_transformation:decompose()
local room_index = room_export.node_nearest_room_index(dropper.node)
table.insert(box_droppers, {
position = position,
roomIndex = room_index,
signalIndex = signals.signal_index_for_name(dropper.arguments[1]),
})
end
sk_definition_writer.add_definition('box_dropper', 'struct BoxDropperDefinition[]', '_geo', box_droppers)
local buttons = {}
for _, button in pairs(sk_scene.nodes_for_type('@button')) do
local position = button.node.full_transformation:decompose()
local room_index = room_export.node_nearest_room_index(button.node)
table.insert(buttons, {
location = position,
roomIndex = room_index,
signalIndex = signals.signal_index_for_name(button.arguments[1]),
cubeSignalIndex = signals.optional_signal_index_for_name(button.arguments[2])
})
end
sk_definition_writer.add_definition('buttons', 'struct ButtonDefinition[]', '_geo', buttons)
local decor = {}
for _, decor_entry in pairs(sk_scene.nodes_for_type('@decor')) do
local position, rotation = decor_entry.node.full_transformation:decompose()
local room_index = room_export.node_nearest_room_index(decor_entry.node)
table.insert(decor, {
position = position,
rotation = rotation,
roomIndex = room_index,
decorId = sk_definition_writer.raw('DECOR_TYPE_' .. decor_entry.arguments[1]),
})
end
sk_definition_writer.add_definition('decor', 'struct DecorDefinition[]', '_geo', decor)
sk_definition_writer.add_header('"decor/decor_object_list.h"')
local elevators = {}
local elevator_nodes = sk_scene.nodes_for_type('@elevator')
for _, elevator in pairs(elevator_nodes) do
local position, rotation = elevator.node.full_transformation:decompose()
local target_elevator = -1
if elevator.arguments[2] == 'next_level' then
target_elevator = #elevator_nodes
else
for other_index, other_elevator in pairs(elevator_nodes) do
if other_elevator.arguments[1] == elevator.arguments[2] then
target_elevator = other_index - 1
break
end
end
end
local room_index = room_export.node_nearest_room_index(elevator.node)
table.insert(elevators, {
position = position,
rotation = rotation,
roomIndex = room_index,
targetElevator = target_elevator,
})
end
sk_definition_writer.add_definition('elevators', 'struct ElevatorDefinition[]', '_geo', elevators)
local fizzlers = {}
for _, fizzler in pairs(sk_scene.nodes_for_type('@fizzler')) do
local position, rotation, scale = fizzler.node.full_transformation:decompose()
local bounding_box = fizzler.node.meshes[1].bb
local width = (bounding_box.max.x - bounding_box.min.x) * scale.x * 0.5
local height = (bounding_box.max.y - bounding_box.min.y) * scale.y * 0.5
local room_index = room_export.node_nearest_room_index(fizzler.node)
table.insert(fizzlers, {
position = position,
rotation = rotation,
width = width,
height = height,
roomIndex = room_index,
cubeSignalIndex = signals.optional_signal_index_for_name(fizzler.arguments[1]),
})
end
sk_definition_writer.add_definition('fizzlers', 'struct FizzlerDefinition[]', '_geo', fizzlers)
local pedestals = {}
for _, pedestal in pairs(sk_scene.nodes_for_type('@pedestal')) do
local position = pedestal.node.full_transformation:decompose()
local room_index = room_export.node_nearest_room_index(pedestal.node)
table.insert(pedestals, {
position = position,
roomIndex = room_index,
})
end
sk_definition_writer.add_definition('pedestals', 'struct PedestalDefinition[]', '_geo', pedestals)
local signage = {}
for _, signage_element in pairs(sk_scene.nodes_for_type('@signage')) do
local position, rotation = signage_element.node.full_transformation:decompose()
local room_index = room_export.node_nearest_room_index(signage_element.node)
table.insert(signage, {
position = position,
rotation = rotation,
roomIndex = room_index,
testChamberNumber = sk_definition_writer.raw(signage_element.arguments[1]),
})
end
sk_definition_writer.add_definition('signage', 'struct SignageDefinition[]', '_geo', signage)
local switches = {}
for _, switch_element in pairs(sk_scene.nodes_for_type('@switch')) do
local position, rotation = switch_element.node.full_transformation:decompose()
local room_index = room_export.node_nearest_room_index(switch_element.node)
table.insert(switches, {
location = position,
rotation = rotation * sk_math.axis_angle(sk_math.vector3(1, 0, 0), math.pi * 0.5),
roomIndex = room_index,
signalIndex = signals.signal_index_for_name(switch_element.arguments[1]),
duration = switch_element.arguments[2] and tonumber(switch_element.arguments[2]) or 0,
})
end
sk_definition_writer.add_definition('switches', 'struct SwitchDefinition[]', '_geo', switches)
local ball_launchers = {}
for _, switch_element in pairs(sk_scene.nodes_for_type('@ball_launcher')) do
local position, rotation = switch_element.node.full_transformation:decompose()
local room_index = room_export.node_nearest_room_index(switch_element.node)
table.insert(ball_launchers, {
position = position,
rotation = rotation * sk_math.axis_angle(sk_math.vector3(1, 0, 0), math.pi * 0.5),
roomIndex = room_index,
signalIndex = signals.signal_index_for_name(switch_element.arguments[1]),
ballLifetime = switch_element.arguments[2] and tonumber(switch_element.arguments[2]) or 10,
ballVelocity = switch_element.arguments[3] and tonumber(switch_element.arguments[3]) or 3
})
end
sk_definition_writer.add_definition('ball_launchers', 'struct BallLauncherDefinition[]', '_geo', ball_launchers)
local ball_catchers = {}
for _, switch_element in pairs(sk_scene.nodes_for_type('@ball_catcher')) do
local position, rotation = switch_element.node.full_transformation:decompose()
local room_index = room_export.node_nearest_room_index(switch_element.node)
table.insert(ball_catchers, {
position = position,
rotation = rotation * sk_math.axis_angle(sk_math.vector3(1, 0, 0), math.pi * 0.5),
roomIndex = room_index,
signalIndex = signals.signal_index_for_name(switch_element.arguments[1]),
})
end
sk_definition_writer.add_definition('ball_catchers', 'struct BallCatcherDefinition[]', '_geo', ball_catchers)
local clocks = {}
for _, clock_element in pairs(sk_scene.nodes_for_type('@clock')) do
local position, rotation = clock_element.node.full_transformation:decompose()
local room_index = room_export.node_nearest_room_index(clock_element.node)
table.insert(clocks, {
position = position,
rotation = rotation,
roomIndex = room_index,
duration = tonumber(clock_element.arguments[1]),
})
end
sk_definition_writer.add_definition('clocks', 'struct ClockDefinition[]', '_geo', clocks)
local security_cameras = {}
for _, security_camera_element in pairs(sk_scene.nodes_for_type('@security_camera')) do
local position, rotation = security_camera_element.node.full_transformation:decompose()
local room_index = room_export.node_nearest_room_index(security_camera_element.node)
table.insert(security_cameras, {
position = position,
rotation = rotation * sk_math.axis_angle(sk_math.vector3(1, 0, 0), math.pi * 0.5),
roomIndex = room_index,
})
end
sk_definition_writer.add_definition('security_cameras', 'struct SecurityCameraDefinition[]', '_geo', security_cameras)
local function generate_static_collision_boxes()
local collision_boxes = {}
for _, fizzler in pairs(fizzlers) do
local fizzler_box_half_size = sk_math.vector3(0.125, fizzler.height, 0.125)
local basis = {
x = fizzler.rotation * sk_math.Vector3.RIGHT,
y = fizzler.rotation * sk_math.Vector3.UP,
z = fizzler.rotation * sk_math.Vector3.FORWARD
}
table.insert(collision_boxes, {
basis = basis,
position = fizzler.position + ((fizzler.width - fizzler_box_half_size.x) * -basis.x),
half_size = fizzler_box_half_size
})
table.insert(collision_boxes, {
basis = basis,
position = fizzler.position + ((fizzler.width - fizzler_box_half_size.x) * basis.x),
half_size = fizzler_box_half_size
})
end
return collision_boxes
end
return {
entities = {
box_droppers = box_droppers,
buttons = buttons,
decor = decor,
elevators = elevators,
fizzlers = fizzlers,
pedestals = pedestals,
signage = signage,
switches = switches,
ball_catchers = ball_catchers,
ball_launchers = ball_launchers,
clocks = clocks,
security_cameras = security_cameras,
},
static_collision_boxes = generate_static_collision_boxes(),
}