portal64-still-alive/tools/level_scripts/static_export.lua
2023-06-24 21:11:15 -06:00

110 lines
3.8 KiB
Lua

local sk_definition_writer = require('sk_definition_writer')
local sk_scene = require('sk_scene')
local sk_mesh = require('sk_mesh')
local sk_input = require('sk_input')
local room_export = require('tools.level_scripts.room_export')
local animation = require('tools.level_scripts.animation')
sk_definition_writer.add_header('"../build/assets/materials/static.h"')
sk_definition_writer.add_header('"levels/level_definition.h"')
local function proccessStaticNodes(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)
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 gfxName = sk_mesh.generate_mesh({chunkV}, "_geo", {defaultMaterial = chunkV.material})
local mesh_bb = 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 = v.node,
mesh = chunkV.mesh,
mesh_bb = mesh_bb,
display_list = sk_definition_writer.raw(gfxName),
material_index = sk_definition_writer.raw(chunkV.material.macro_name),
transform_index = transform_index,
room_index = room_export.node_nearest_room_index(v.node) or 0
})
end
end
table.sort(result, function(a, b)
return a.room_index < b.room_index
end)
return result;
end
local static_nodes = proccessStaticNodes(sk_scene.nodes_for_type('@static'))
local static_content_elements = {}
local room_ranges = {}
local static_bounding_boxes = {}
for index, static_node in pairs(static_nodes) do
table.insert(static_content_elements, {
displayList = static_node.display_list,
materialIndex = static_node.material_index,
transformIndex = static_node.transform_index and (static_node.transform_index - 1) or sk_definition_writer.raw('NO_TRANSFORM_INDEX'),
})
table.insert(static_bounding_boxes, {
static_node.mesh_bb.min.x,
static_node.mesh_bb.min.y,
static_node.mesh_bb.min.z,
static_node.mesh_bb.max.x,
static_node.mesh_bb.max.y,
static_node.mesh_bb.max.z,
})
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)
sk_definition_writer.add_definition('bounding_boxes', 'struct BoundingBoxs16[]', '_geo', static_bounding_boxes)
return {
static_nodes = static_nodes,
static_content_elements = static_content_elements,
static_bounding_boxes = static_bounding_boxes,
room_ranges = room_ranges,
}