Trenchbroom parser work with entities
Fixed lighting Fixed global position system Fixed child deletion system. editor work for custom entities registration
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171
Nuake/src/Scene/Systems/QuakeMapBuilder.cpp
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171
Nuake/src/Scene/Systems/QuakeMapBuilder.cpp
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#include "QuakeMapBuilder.h"
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#include <src/Scene/Scene.h>
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#include <src/Scene/Entities/Entity.h>
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#include <src/Scene/Components/QuakeMap.h>
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#include <src/Scene/Components/ParentComponent.h>
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#include <vector>
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#include <iostream>
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#include <sstream>
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extern "C" {
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#include "libmap/h/map_parser.h"
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#include <libmap/h/geo_generator.h>
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#include <libmap/h/surface_gatherer.h>
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}
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#include <src/Core/MaterialManager.h>
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#include <src/Scene/Components/BSPBrushComponent.h>
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#include <src/Scene/Components/TransformComponent.h>
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#include <src/Scene/Components/LightComponent.h>
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std::vector<std::string> split(const std::string& s, char delim) {
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std::vector<std::string> result;
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std::stringstream ss(s);
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std::string item;
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while (getline(ss, item, delim)) {
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result.push_back(item);
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}
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return result;
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}
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void QuakeMapBuilder::BuildQuakeMap(Entity& ent, bool Collisions)
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{
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if (!ent.HasComponent<QuakeMapComponent>())
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return;
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QuakeMapComponent& quakeMapC = ent.GetComponent<QuakeMapComponent>();
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Scene* m_Scene = ent.GetScene();
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// Clear old map entities.
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ParentComponent& currentParent = ent.GetComponent<ParentComponent>();
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for (auto& e : currentParent.Children) {
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m_Scene->DestroyEntity(e);
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}
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currentParent.Children.clear();
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map_parser_load(quakeMapC.Path.c_str());
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geo_generator_run();
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Ref<Material> DefaultMaterial = MaterialManager::Get()->GetMaterial("resources/Textures/default/Default.png");
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for (int e = 0; e < entity_count; ++e)
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{
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entity* entity_inst = &entities[e];
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entity_geometry* entity_geo_inst = &entity_geo[e];
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Entity newEntity = m_Scene->CreateEntity("Brush " + std::to_string(e) );
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ent.AddChild(newEntity);
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for (int i = 0; i < entity_inst->property_count; i++) {
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property* prop = &(entity_inst->properties)[i];
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std::string key = prop->key;
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std::string value = prop->value;
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if (key == "origin") {
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// Position
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std::vector<std::string> splits = split(value, ' ');
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float x = std::stof(splits[1]) * (1.f / 64.f);
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float y = std::stof(splits[2]) * (1.f / 64.f);
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float z = std::stof(splits[0]) * (1.f / 64.f);
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Vector3 position = Vector3(x, y, z);
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newEntity.GetComponent<TransformComponent>().Translation = position;
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}
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if (key == "classname") {
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if (value == "light") {
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newEntity.AddComponent<LightComponent>();
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}
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}
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}
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for (int b = 0; b < entity_inst->brush_count; ++b)
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{
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Entity brushEntiuty = m_Scene->CreateEntity("Brush " + std::to_string(e));
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newEntity.AddChild(brushEntiuty);
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brushEntiuty.AddComponent<BSPBrushComponent>();
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std::vector<Vertex> vertices;
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std::vector<unsigned int> indices;
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brush* brush_inst = &entity_inst->brushes[b];
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brush_geometry* brush_geo_inst = &entity_geo_inst->brushes[b];
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BSPBrushComponent& bsp = brushEntiuty.GetComponent<BSPBrushComponent>();
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TransformComponent& transformComponent = brushEntiuty.GetComponent<TransformComponent>();
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transformComponent.Translation = Vector3(brush_inst->center.y * (1.0f / 64),
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brush_inst->center.z * (1.0f / 64),
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brush_inst->center.x * (1.0f / 64));
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int index_offset = 0;
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int lastTextureID = -1;
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std::string lastTexturePath = "";
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for (int f = 0; f < brush_inst->face_count; ++f)
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{
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face* face = &brush_inst->faces[f];
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texture_data* texture = &textures[face->texture_idx];
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if (std::string(texture->name) == "__TB_empty") {
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texture->height = 1;
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texture->width = 1;
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}
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else {
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std::string path = "resources/Textures/" + std::string(texture->name) + ".png";
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auto tex = TextureManager::Get()->GetTexture(path);
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texture->height = tex->GetHeight();
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texture->width = tex->GetWidth();
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}
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face_geometry* face_geo_inst = &brush_geo_inst->faces[f];
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for (int i = 0; i < face_geo_inst->vertex_count; ++i)
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{
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face_vertex vertex = face_geo_inst->vertices[i];
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vertex_uv vertex_uv = get_standard_uv(vertex.vertex, face, texture->width, texture->height);
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Vector3 vertexPos = Vector3(
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(vertex.vertex.y - brush_inst->center.y) * (1.0f / 64),
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(vertex.vertex.z - brush_inst->center.z) * (1.0f / 64),
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(vertex.vertex.x - brush_inst->center.x) * (1.0f / 64)
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);
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Vector2 vertexUV = Vector2(vertex_uv.u, 1.0 - vertex_uv.v);
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Vector3 vertexNormal = Vector3(vertex.normal.y, vertex.normal.z, vertex.normal.x);
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Vector3 vertexTangent = Vector3(vertex.tangent.y, vertex.tangent.z, vertex.tangent.x);
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vertices.push_back(Vertex{
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vertexPos,
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vertexUV,
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vertexNormal,
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vertexTangent,
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glm::vec3(0.0, 1.0, 0.0), 0.0f
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});
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}
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for (int i = 0; i < (face_geo_inst->vertex_count - 2) * 3; ++i)
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{
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unsigned int index = face_geo_inst->indices[i];
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indices.push_back(index_offset + (unsigned int)index);
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}
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if (lastTextureID != face->texture_idx)
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{
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lastTexturePath = "resources/Textures/" + std::string(texture->name) + ".png";
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if (std::string(texture->name) == "__TB_empty")
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bsp.Meshes.push_back(CreateRef<Mesh>(vertices, indices, DefaultMaterial));
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else
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bsp.Meshes.push_back(CreateRef<Mesh>(vertices, indices, MaterialManager::Get()->GetMaterial(lastTexturePath)));
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index_offset = 0;
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vertices.clear();
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indices.clear();
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lastTextureID = face->texture_idx;
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}
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else
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{
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index_offset += (face_geo_inst->vertex_count);
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}
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}
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if (vertices.size() > 0)
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bsp.Meshes.push_back(CreateRef<Mesh>(vertices, indices, MaterialManager::Get()->GetMaterial(lastTexturePath)));
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}
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}
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}
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