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https://github.com/AxioDL/PrimeWorldEditor.git
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Set up game-neutral collision materials; Jump Not Allowed flag now flags that surface as unstandable; other minor fixes
This commit is contained in:
66
src/Core/Resource/CCollisionMaterial.cpp
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66
src/Core/Resource/CCollisionMaterial.cpp
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@@ -0,0 +1,66 @@
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#include "CCollisionMaterial.h"
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#include "EGame.h"
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#include <map>
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ECollisionFlag CCollisionMaterial::SurfaceType(EGame Game) const
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{
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// Arrays determining the type hierarchy for each game.
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// Flags earlier in the list take priority over flags later in the list.
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static const ECollisionFlag skPrimeTypeHierarchy[] = {
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eCF_Organic, eCF_Wood, eCF_Sand, eCF_Shield, eCF_Glass, eCF_Mud, eCF_SlowMud,
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eCF_Snow, eCF_Lava, eCF_Dirt, eCF_Phazon, eCF_MetalGrating, eCF_Ice, eCF_Grass,
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eCF_Metal, eCF_Stone
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};
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static const ECollisionFlag skEchoesTypeHierarchy[] = {
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eCF_Rubber, eCF_Organic, eCF_Wood, eCF_Web, eCF_MothSeedOrganics, eCF_Sand,
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eCF_Shield, eCF_Fabric, eCF_Snow, eCF_Glass, eCF_AltMetal, eCF_Dirt, eCF_Phazon,
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eCF_MetalGrating, eCF_Ice, eCF_Grass, eCF_Metal, eCF_Stone
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};
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// Determine which list we should use.
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const ECollisionFlag* pkFlagArray;
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u32 Num;
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if (Game <= ePrime)
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{
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pkFlagArray = skPrimeTypeHierarchy;
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Num = sizeof(skPrimeTypeHierarchy) / sizeof(ECollisionFlag);
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}
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else
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{
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pkFlagArray = skEchoesTypeHierarchy;
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Num = sizeof(skEchoesTypeHierarchy) / sizeof(ECollisionFlag);
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}
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// Locate type.
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for (u32 iType = 0; iType < Num; iType++)
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{
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if (*this & pkFlagArray[iType])
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return pkFlagArray[iType];
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}
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return eCF_Unknown;
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}
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// Type-to-color mappings
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const std::map<ECollisionFlag, CColor> gkTypeToColor = {
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{ eCF_Stone, CColor::Integral(220, 215, 160) }, // Brownish/greenish color
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{ eCF_Metal, CColor::Integral(110, 110, 110) }, // Dark gray
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{ eCF_Grass, CColor::Integral( 90, 150, 70) }, // Green
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{ eCF_Ice, CColor::Integral(200, 255, 255) }, // Light blue
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{ eCF_MetalGrating, CColor::Integral(170, 170, 170) }, // Gray
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{ eCF_Phazon, CColor::Integral( 0, 128, 255) }, // Blue
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{ eCF_Dirt, CColor::Integral(150, 130, 120) }, // Brownish-gray
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{ eCF_Lava, CColor::Integral(200, 30, 30) }, // Red
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{ eCF_Snow, CColor::Integral(230, 255, 255) }, // *Very* light blue
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{ eCF_Glass, CColor::Integral( 20, 255, 190) }, // Greenish blue
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{ eCF_Shield, CColor::Integral(230, 250, 60) }, // Yellow
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{ eCF_Sand, CColor::Integral(230, 200, 170) }, // Light brown
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{ eCF_Wood, CColor::Integral(190, 140, 105) }, // Brown
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{ eCF_Organic, CColor::Integral(130, 130, 250) } // Purple
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};
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CColor CCollisionMaterial::SurfaceColor(EGame Game) const
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{
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ECollisionFlag SurfType = SurfaceType(Game);
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auto FindColor = gkTypeToColor.find(SurfType);
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return (FindColor == gkTypeToColor.end() ? CColor::skWhite : FindColor->second);
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}
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64
src/Core/Resource/CCollisionMaterial.h
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64
src/Core/Resource/CCollisionMaterial.h
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@@ -0,0 +1,64 @@
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#ifndef CCOLLISIONMATERIAL
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#define CCOLLISIONMATERIAL
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#include "EGame.h"
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#include <Common/CColor.h>
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#include <Common/Flags.h>
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// Game-neutral collision property flags.
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// IMPORTANT: This is an incomplete list. Keep in mind that MP2, MP3, and DKCR store
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// collision materials via a 64-bit flag where every bit is used, and some flags differ
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// between games. Therefore a single enum doesn't have the resolution to represent EVERY
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// flag from EVERY game. In the future, the storage medium needs to be changed to a struct,
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// OR we need to be okay with excluding certain flags (which we probably are, because a
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// lot of them aren't meant to be used by collision geometry, such as the "Player" flag).
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enum ECollisionFlag
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{
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eCF_Unknown = 0x00000001,
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eCF_Stone = 0x00000002,
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eCF_Metal = 0x00000004,
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eCF_Grass = 0x00000008,
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eCF_Ice = 0x00000010,
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eCF_MetalGrating = 0x00000020,
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eCF_Phazon = 0x00000040,
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eCF_Dirt = 0x00000080,
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eCF_Lava = 0x00000100,
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eCF_AltMetal = 0x00000200,
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eCF_Snow = 0x00000400,
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eCF_Fabric = 0x00000800,
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eCF_SlowMud = 0x00001000,
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eCF_Mud = 0x00002000,
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eCF_Glass = 0x00004000,
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eCF_Shield = 0x00008000,
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eCF_Sand = 0x00010000,
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eCF_MothSeedOrganics = 0x00020000,
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eCF_Web = 0x00040000,
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eCF_Wood = 0x00080000,
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eCF_Organic = 0x00100000,
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eCF_Rubber = 0x00200000,
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eCF_ShootThru = 0x00400000,
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eCF_CameraThru = 0x00800000,
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eCF_ScanThru = 0x01000000,
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eCF_AiWalkThru = 0x02000000,
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eCF_FlippedTri = 0x04000000,
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eCF_Floor = 0x08000000,
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eCF_AiBlock = 0x10000000,
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eCF_JumpNotAllowed = 0x20000000,
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eCF_SpiderBall = 0x40000000,
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eCF_WallJump = 0x80000000
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};
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class CCollisionMaterial : public TFlags<ECollisionFlag>
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{
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friend class CCollisionLoader;
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u64 mRawFlags;
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public:
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ECollisionFlag SurfaceType(EGame Game) const;
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CColor SurfaceColor(EGame Game) const;
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inline u64 RawFlags() const { return mRawFlags; }
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};
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#endif // CCOLLISIONMATERIAL
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@@ -73,7 +73,7 @@ void CCollisionMesh::BufferGL()
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Verts[2] = pLineB->Vertices[1];
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// Some faces have a property that indicates they need to be inverted
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if (GetMaterial(pFace->MaterialIdx).FlippedTri)
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if (GetMaterial(pFace->MaterialIdx) & eCF_FlippedTri)
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{
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u16 V0 = Verts[0];
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Verts[0] = Verts[2];
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@@ -1,22 +1,12 @@
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#ifndef CCOLLISIONMESH_H
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#define CCOLLISIONMESH_H
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#include "CCollisionMaterial.h"
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#include "CResource.h"
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#include "Core/OpenGL/CVertexBuffer.h"
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#include "Core/OpenGL/CIndexBuffer.h"
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#include <Math/CAABox.h>
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struct SCollisionMaterial
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{
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// todo: figure out what the other properties are
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u64 RawFlags;
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bool AiWalkThru;
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bool FlippedTri;
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bool ShootThru;
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bool CameraThru;
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bool Solid;
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};
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class CCollisionMesh
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{
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friend class CCollisionLoader;
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@@ -71,7 +61,7 @@ class CCollisionMesh
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CAABox mAABox;
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CCollisionOctree *mpOctree;
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std::vector<SCollisionMaterial> mMaterials;
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std::vector<CCollisionMaterial> mMaterials;
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std::vector<CCollisionVertex> mCollisionVertices;
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std::vector<CCollisionLine> mCollisionLines;
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std::vector<CCollisionFace> mCollisionFaces;
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@@ -92,7 +82,8 @@ public:
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void DrawWireframe();
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inline u32 NumMaterials() const { return mMaterials.size(); }
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inline SCollisionMaterial& GetMaterial(u32 Index) { return mMaterials[Index]; }
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inline CCollisionMaterial& GetMaterial(u32 Index) { return mMaterials[Index]; }
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inline const CAABox& BoundingBox() const { return mAABox; }
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};
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#endif // CCOLLISIONMESH_H
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@@ -38,24 +38,74 @@ void CCollisionLoader::ParseOBBNode(IInputStream& rDCLN)
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void CCollisionLoader::ReadPropertyFlags(IInputStream& rSrc)
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{
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SCollisionMaterial Material;
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CCollisionMaterial Material;
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u64 RawFlags = (mVersion <= ePrime ? rSrc.ReadLong() : rSrc.ReadLongLong());
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Material.mRawFlags = RawFlags;
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if (mVersion == ePrime)
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if (mVersion <= ePrime)
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{
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Material.RawFlags = rSrc.ReadLong();
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Material.FlippedTri = (Material.RawFlags >> 25) & 0x1;
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if (RawFlags & 0x00000001) Material |= eCF_Unknown;
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if (RawFlags & 0x00000002) Material |= eCF_Stone;
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if (RawFlags & 0x00000004) Material |= eCF_Metal;
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if (RawFlags & 0x00000008) Material |= eCF_Grass;
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if (RawFlags & 0x00000010) Material |= eCF_Ice;
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if (RawFlags & 0x00000040) Material |= eCF_MetalGrating;
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if (RawFlags & 0x00000080) Material |= eCF_Phazon;
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if (RawFlags & 0x00000100) Material |= eCF_Dirt;
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if (RawFlags & 0x00000200) Material |= eCF_Lava;
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if (RawFlags & 0x00000800) Material |= eCF_Snow;
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if (RawFlags & 0x00001000) Material |= eCF_SlowMud;
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if (RawFlags & 0x00004000) Material |= eCF_Mud;
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if (RawFlags & 0x00008000) Material |= eCF_Glass;
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if (RawFlags & 0x00010000) Material |= eCF_Shield;
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if (RawFlags & 0x00020000) Material |= eCF_Sand;
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if (RawFlags & 0x00040000) Material |= eCF_ShootThru;
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if (RawFlags & 0x00200000) Material |= eCF_CameraThru;
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if (RawFlags & 0x00400000) Material |= eCF_Wood;
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if (RawFlags & 0x00800000) Material |= eCF_Organic;
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if (RawFlags & 0x02000000) Material |= eCF_FlippedTri;
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if (RawFlags & 0x08000000) Material |= eCF_ScanThru;
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if (RawFlags & 0x10000000) Material |= eCF_AiWalkThru;
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if (RawFlags & 0x80000000) Material |= eCF_Floor;
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}
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else if (mVersion == eEchoes)
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else if (mVersion <= eCorruption)
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{
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Material.RawFlags = rSrc.ReadLongLong();
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Material.FlippedTri = (Material.RawFlags >> 24) & 0x1;
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if (RawFlags & 0x00000001) Material |= eCF_Unknown;
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if (RawFlags & 0x00000002) Material |= eCF_Stone;
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if (RawFlags & 0x00000004) Material |= eCF_Metal;
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if (RawFlags & 0x00000008) Material |= eCF_Grass;
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if (RawFlags & 0x00000010) Material |= eCF_Ice;
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if (RawFlags & 0x00000040) Material |= eCF_MetalGrating;
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if (RawFlags & 0x00000080) Material |= eCF_Phazon;
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if (RawFlags & 0x00000100) Material |= eCF_Dirt;
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if (RawFlags & 0x00000200) Material |= eCF_AltMetal;
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if (RawFlags & 0x00000400) Material |= eCF_Glass;
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if (RawFlags & 0x00000800) Material |= eCF_Snow;
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if (RawFlags & 0x00001000) Material |= eCF_Fabric;
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if (RawFlags & 0x00010000) Material |= eCF_Shield;
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if (RawFlags & 0x00020000) Material |= eCF_Sand;
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if (RawFlags & 0x00040000) Material |= eCF_MothSeedOrganics;
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if (RawFlags & 0x00080000) Material |= eCF_Web;
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if (RawFlags & 0x00100000) Material |= eCF_ShootThru;
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if (RawFlags & 0x00200000) Material |= eCF_CameraThru;
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if (RawFlags & 0x00400000) Material |= eCF_Wood;
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if (RawFlags & 0x00800000) Material |= eCF_Organic;
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if (RawFlags & 0x01000000) Material |= eCF_FlippedTri;
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if (RawFlags & 0x02000000) Material |= eCF_Rubber;
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if (RawFlags & 0x08000000) Material |= eCF_ScanThru;
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if (RawFlags & 0x10000000) Material |= eCF_AiWalkThru;
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if (RawFlags & 0x80000000) Material |= eCF_Floor;
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if (RawFlags & 0x0001000000000000) Material |= eCF_AiBlock;
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if (RawFlags & 0x0400000000000000) Material |= eCF_JumpNotAllowed;
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if (RawFlags & 0x2000000000000000) Material |= eCF_SpiderBall;
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if (RawFlags & 0x4000000000000000) Material |= eCF_WallJump;
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}
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else if (mVersion == eReturns)
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{
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Material.RawFlags = rSrc.ReadLongLong();
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Material.FlippedTri = (Material.RawFlags >> 28) & 0x1;
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if (RawFlags & 0x10000000) Material |= eCF_FlippedTri;
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}
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mpMesh->mMaterials.push_back(Material);
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@@ -160,6 +160,7 @@ CResource* CScriptTemplate::FindDisplayAsset(CPropertyStruct *pProperties, u32&
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for (auto it = mAssets.begin(); it != mAssets.end(); it++)
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{
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if (it->AssetType == SEditorAsset::eCollision) continue;
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CResource *pRes = nullptr;
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// File
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