diff options
author | Nemrav <> | 2024-09-16 21:22:49 +0200 |
---|---|---|
committer | Nemrav <> | 2024-09-16 21:22:49 +0200 |
commit | 0c301c66a028c2e006c0e26378d83db113d19310 (patch) | |
tree | f9c33d70827260310e5fb05aa870255f52e2d553 /game | |
parent | dc0b0ede2368b43ab6c91a5e24d76ec34e91cf46 (diff) |
fix unit culling and arab helmet
Diffstat (limited to 'game')
-rw-r--r-- | game/src/Game/Model/XACLoader.gd | 13 | ||||
-rw-r--r-- | game/src/Game/Model/XSMLoader.gd | 10 |
2 files changed, 17 insertions, 6 deletions
diff --git a/game/src/Game/Model/XACLoader.gd b/game/src/Game/Model/XACLoader.gd index b003296..6b12cf2 100644 --- a/game/src/Game/Model/XACLoader.gd +++ b/game/src/Game/Model/XACLoader.gd @@ -2,6 +2,7 @@ class_name XACLoader static var unit_shader : ShaderMaterial = preload("res://src/Game/Model/unit_colours_mat.tres") const MAX_UNIT_TEXTURES : int = 32 # max number of textures supported by the shader +const EXTRA_CULL_MARGIN : int = 2 # extra margin to stop sub-meshes from being culled near the edges of screens static var added_unit_textures_spec : PackedStringArray static var added_unit_textures_diffuse : PackedStringArray @@ -141,6 +142,13 @@ static func _load_xac_model(source_file : String, is_unit : bool) -> Node3D: push_warning("Skipping unused mesh \"", mesh_chunk_name, "\" in model \"", node.name, "\"") continue + # polySurface97 corresponds to the "arab_infantry_helmet", and needs to be removed often + # but only in cases where it isn't an attachment + const INVALID_IF_NOT_ONLY_MESH : PackedStringArray = ["polySurface97"] + if mesh_chunks.size() != 1 and mesh_chunk_name in INVALID_IF_NOT_ONLY_MESH: + push_warning("Skipping unused mesh \"", mesh_chunk_name, "\" in model \"", node.name, "\" because it was not the only mesh chunk in its file") + break + var mesh : ArrayMesh = null var verts : PackedVector3Array var normals : PackedVector3Array @@ -164,6 +172,8 @@ static func _load_xac_model(source_file : String, is_unit : bool) -> Node3D: _: # type 4 32bit colours and type 6 128bit colours aren't used pass + #FIXME: find a better solution if possible + #pCube1 hardcoding is to fix the cruiser which doesn't properly mark its collision mesh if chunk.bIsCollisionMesh or mesh_chunk_name == "pCube1": var ar3d : Area3D = Area3D.new() node.add_child(ar3d) @@ -193,6 +203,9 @@ static func _load_xac_model(source_file : String, is_unit : bool) -> Node3D: var meshInstance : MeshInstance3D = MeshInstance3D.new() node.add_child(meshInstance) meshInstance.owner = node + + #stop the culling of units near the tops of screens + meshInstance.extra_cull_margin = EXTRA_CULL_MARGIN if mesh_chunk_name: meshInstance.name = mesh_chunk_name diff --git a/game/src/Game/Model/XSMLoader.gd b/game/src/Game/Model/XSMLoader.gd index 332bbec..bc85f9b 100644 --- a/game/src/Game/Model/XSMLoader.gd +++ b/game/src/Game/Model/XSMLoader.gd @@ -46,7 +46,8 @@ static func _load_xsm_animation(source_file : String) -> Animation: 0xC9: #Metadata metadataChunk = readMetadataChunk(file) 0xCA: #Bone Animation - boneAnimationChunks.push_back(readBoneAnimationChunk(file, metadataChunk.use_quat_16())) + # v1 is float32 quaternions, v2 is int16 quaternions + boneAnimationChunks.push_back(readBoneAnimationChunk(file, version == 2)) _: push_error(">> INVALID XSM CHUNK TYPE %X" % type) break @@ -155,11 +156,8 @@ class MetadataChunk: func debugPrint() -> void: print("FileName: %s, sourceApp: %s, exportDate: %s, ExporterV:%d.%d" % [origFileName, sourceApp, exportDate, exporterMajorVersion, exporterMinorVersion]) - print("MotionName: %s, fps: %d, MaxError: %s, Use 16-bit int Quaternions?:%s" % - [motionName, fps, fMaxAcceptableError, use_quat_16()]) - - func use_quat_16() -> bool: - return pad == 0x0 + print("MotionName: %s, fps: %d, MaxError: %s" % + [motionName, fps, fMaxAcceptableError]) static func readPosKey(file : FileAccess) -> PosKey: return PosKey.new(FileAccessUtils.read_pos(file), file.get_float()) |