Read clipmap from clipmap file (already converted) instead of converting it on the fly
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953dcd2057
commit
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@ -1,6 +1,6 @@
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#include "StdInclude.hpp"
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#include "StdInclude.hpp"
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#define IW4X_CLIPMAP_VERSION 1
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#define IW4X_CLIPMAP_VERSION 2
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namespace Assets
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namespace Assets
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{
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{
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@ -605,7 +605,7 @@ namespace Assets
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}
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}
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int version = reader.read<int>();
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int version = reader.read<int>();
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if (version != IW4X_CLIPMAP_VERSION)
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if (version > IW4X_CLIPMAP_VERSION)
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{
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{
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Components::Logger::Error(0, "Reading clipmap '%s' failed, expected version is %d, but it was %d!", name.data(), IW4X_CLIPMAP_VERSION, version);
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Components::Logger::Error(0, "Reading clipmap '%s' failed, expected version is %d, but it was %d!", name.data(), IW4X_CLIPMAP_VERSION, version);
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}
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}
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@ -881,77 +881,38 @@ namespace Assets
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clipMap->smodelNodeCount = reader.read<unsigned short>();
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clipMap->smodelNodeCount = reader.read<unsigned short>();
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clipMap->smodelNodes = reader.readArray<Game::SModelAabbNode>(clipMap->smodelNodeCount);
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clipMap->smodelNodes = reader.readArray<Game::SModelAabbNode>(clipMap->smodelNodeCount);
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clipMap->checksum = reader.read<int>();
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clipMap->mapEnts = Components::AssetHandler::FindAssetForZone(Game::XAssetType::ASSET_TYPE_MAP_ENTS, Utils::String::VA("maps/mp/%s.d3dbsp", name.data()), builder).mapEnts;
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clipMap->mapEnts = Components::AssetHandler::FindAssetForZone(Game::XAssetType::ASSET_TYPE_MAP_ENTS, Utils::String::VA("maps/mp/%s.d3dbsp", name.data()), builder).mapEnts;
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// add triggers to mapEnts
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// add triggers to mapEnts
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if (version >= 2) {
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clipMap->mapEnts->trigger.count = clipMap->numSubModels;
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clipMap->mapEnts->trigger.count = clipMap->numSubModels;
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clipMap->mapEnts->trigger.hullCount = clipMap->numSubModels;
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clipMap->mapEnts->trigger.hullCount = clipMap->numSubModels;
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clipMap->mapEnts->trigger.slabCount = clipMap->numSubModels * 1000;
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Game::TriggerHull* hulls = builder->getAllocator()->allocateArray<Game::TriggerHull>(clipMap->mapEnts->trigger.hullCount * sizeof(Game::TriggerHull));
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Game::TriggerHull* hulls = builder->getAllocator()->allocateArray<Game::TriggerHull>(clipMap->mapEnts->trigger.hullCount);
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Game::TriggerModel* models = builder->getAllocator()->allocateArray<Game::TriggerModel>(clipMap->mapEnts->trigger.count * sizeof(Game::TriggerModel));
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Game::TriggerModel* models = builder->getAllocator()->allocateArray<Game::TriggerModel>(clipMap->mapEnts->trigger.count);
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Game::TriggerSlab* slabs = builder->getAllocator()->allocateArray<Game::TriggerSlab>(clipMap->mapEnts->trigger.slabCount * sizeof(Game::TriggerSlab));
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int hullCountSoFar = 0;
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int slabCountSoFar = 0;
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int slabCountSoFar = 0;
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//int skipped = 0;
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Utils::Entities memEnts(clipMap->mapEnts->entityString);
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std::vector<int> radioTriggers = memEnts.getRadioTriggerModels();
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for (int i = 0; i < clipMap->numSubModels; ++i)
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for (int i = 0; i < clipMap->numSubModels; ++i)
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{
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{
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Game::TriggerHull trigHull = {};
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models[i] = reader.read<Game::TriggerModel>();
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trigHull.bounds = clipMap->cmodels[i].bounds;
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hulls[i] = reader.read<Game::TriggerHull>();
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trigHull.contents = clipMap->cmodels[i].leaf.brushContents | clipMap->cmodels[i].leaf.terrainContents;;
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Game::TriggerModel trigMod = {};
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trigMod.hullCount = 1;
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trigMod.firstHull = i /*- skipped*/;
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trigMod.contents = clipMap->cmodels[i].leaf.brushContents | clipMap->cmodels[i].leaf.terrainContents;;
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auto* node = &clipMap->leafbrushNodes[clipMap->cmodels[i].leaf.leafBrushNode];
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if (node->leafBrushCount) {
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////skipped++;
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//continue; // skip empty brushes
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int baseHull = hullCountSoFar;
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for (int j = 0; j < node->leafBrushCount; ++j)
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{
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auto* brush = &clipMap->brushes[node->data.leaf.brushes[j]];
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auto baseSlab = slabCountSoFar;
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for (int k = 0; k < brush->numsides; ++k)
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{
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Game::TriggerSlab curSlab;
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curSlab.dir[0] = brush->sides[k].plane->normal[0];
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curSlab.dir[1] = brush->sides[k].plane->normal[1];
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curSlab.dir[2] = brush->sides[k].plane->normal[2];
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curSlab.halfSize = brush->sides[k].plane->dist;
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curSlab.midPoint = 0.0f; // ??
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slabs[slabCountSoFar] = curSlab;
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slabCountSoFar++;
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}
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}
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trigHull.firstSlab = baseSlab;
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size_t slabCount = reader.read<size_t>();
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trigHull.slabCount = slabCountSoFar - baseSlab;
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clipMap->mapEnts->trigger.slabCount = slabCount;
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}
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Game::TriggerSlab* slabs = builder->getAllocator()->allocateArray<Game::TriggerSlab>(clipMap->mapEnts->trigger.slabCount);
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for (int i = 0; i < clipMap->mapEnts->trigger.slabCount; i++) {
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slabs[i] = reader.read<Game::TriggerSlab>();
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}
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}
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models[i/* - skipped*/] = trigMod;
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hulls[i/* - skipped*/] = trigHull;
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hullCountSoFar++;
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}
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clipMap->mapEnts->trigger.models = &models[0];
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clipMap->mapEnts->trigger.models = &models[0];
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clipMap->mapEnts->trigger.hulls = &hulls[0];
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clipMap->mapEnts->trigger.hulls = &hulls[0];
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clipMap->mapEnts->trigger.slabs = &slabs[0];
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clipMap->mapEnts->trigger.slabs = &slabs[0];
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}
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clipMap->checksum = reader.read<int>();
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// This mustn't be null and has to have at least 1 'valid' entry.
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// This mustn't be null and has to have at least 1 'valid' entry.
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if (!clipMap->smodelNodeCount || !clipMap->smodelNodes)
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if (!clipMap->smodelNodeCount || !clipMap->smodelNodes)
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