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path: root/src/mesh.rs
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use crate::proto::Mesh;
use anyhow::Result;
use glam::{Vec2, Vec3A, vec2, vec3a};
use weareshared::{packets::Resource, resources::MeshPart, store::ResourceStore};

pub fn convert_mesh(
    m: Mesh,
    store: &ResourceStore,
    normal_table: &[Vec3A],
) -> Result<Resource<MeshPart>> {
    let index = decode_indices(&m.indices);
    let positions = decode_positions(m.vertices());
    let texcoords = decode_texcoords(m.texture_coords());
    let normals = decode_normals(m.normals(), normal_table);


    Ok(store.set(&MeshPart {
        index: Some(store.set(&index)?),
        va_position: Some(store.set(&positions)?),
        va_texcoord: texcoords.map(|x| store.set(&x)).transpose()?,
        va_normal: Some(store.set(&normals)?),
        g_double_sided: Some(()),
        ..Default::default()
    })?)
}

fn decode_texcoords(uv: &[u8]) -> Option<Vec<Vec2>> {
    if uv.is_empty() {
        return None;
    }
    let count = (uv.len() - 4) / 4;
    let u_mod = 1 + u16::from_le_bytes([uv[0], uv[1]]);
    let v_mod = 1 + u16::from_le_bytes([uv[2], uv[3]]);
    let uv = &uv[4..];
    let (mut u, mut v) = (0u16, 0u16);
    let mut texcoords = Vec::new();
    for i in 0..count {
        u = (u + (uv[count * 0 + i] as u16) + ((uv[count * 2 + i] as u16) << 8)) % u_mod;
        v = (v + (uv[count * 1 + i] as u16) + ((uv[count * 3 + i] as u16) << 8)) % v_mod;
        texcoords.push(vec2(
            u as f32 / u_mod as f32 + 0.5,
            v as f32 / v_mod as f32 + 0.5,
        ));
    }
    Some(texcoords)
}

fn decode_positions(vert: &[u8]) -> Vec<Vec3A> {
    let mut positions = Vec::new();
    let vertex_count = vert.len() / 3;
    let (mut x, mut y, mut z) = (0u8, 0u8, 0u8);
    for i in 0..vertex_count {
        x = x.wrapping_add(vert[vertex_count * 0 + i]);
        y = y.wrapping_add(vert[vertex_count * 1 + i]);
        z = z.wrapping_add(vert[vertex_count * 2 + i]);
        positions.push(vec3a(x as f32, y as f32, z as f32));
    }
    positions
}

fn decode_indices(ind: &[i32]) -> Vec<[u32; 3]> {
    let mut index_strip = Vec::new();
    let strip_len = ind[0];
    let mut zeros = 0;
    for i in 0..strip_len {
        let val = ind[i as usize + 1];
        index_strip.push((zeros - val) as u32);
        if val == 0 {
            zeros += 1;
        }
    }
    let mut index = Vec::new();
    for i in 0..index_strip.len() - 2 {
        if i & 1 == 0 {
            index.push([index_strip[i + 0], index_strip[i + 1], index_strip[i + 2]]);
        } else {
            index.push([index_strip[i + 0], index_strip[i + 2], index_strip[i + 1]]);
        }
    }
    index
}

pub fn decode_normals(data: &[u8], normal_table: &[Vec3A]) -> Vec<Vec3A> {
    let count = data.len() / 2;
    let mut normals = Vec::new();
    for i in 0..count {
        let ind = data[i] as usize + ((data[i + count] as usize) << 8);
        normals.push(normal_table[ind]);
    }
    normals
}

pub fn decode_normal_table(data: &[u8]) -> Vec<Vec3A> {
    // Pretty much taken straight from client/rocktree_decoder.h:111, no idea what f1 does.
    let f1 = |v: i32, l: i32| {
        if 4 >= l {
            (v << l) + (v & (1 << l) - 1)
        } else if 6 >= l {
            let r = 8 - l;
            (v << l) + (v << l >> r) + (v << l >> r >> r) + (v << l >> r >> r >> r)
        } else {
            -(v & 1)
        }
    };
    let count = u16::from_le_bytes([data[0], data[1]]);
    let s = data[2] as i32;
    let data = &data[3..];

    let mut output = Vec::new();

    for i in 0..count {
        let mut a = f1(data[(count * 0 + i) as usize] as i32, s) as f32 / 255.;
        let f = f1(data[(count * 1 + i) as usize] as i32, s) as f32 / 255.;

        let mut b = a;
        let mut c = f;
        let mut g = c + b;
        let mut h = b - c;

        let mut sign = 1.;

        if !(0.5 <= g && 1.5 >= g && -0.5 <= h && 0.5 >= h) {
            sign = -1.;
            if 0.5 >= g {
                b = 0.5 - f;
                c = 0.5 - a;
            } else {
                if 1.5 <= g {
                    b = 1.5 - f;
                    c = 1.5 - a;
                } else {
                    if -0.5 >= h {
                        b = f - 0.5;
                        c = a + 0.5;
                    } else {
                        b = f + 0.5;
                        c = a - 0.5;
                    }
                }
            }
            g = b + c;
            h = b - c;
        }
        let fmin = |a: f32, b: f32| a.min(b);
        a = fmin(
            fmin(2. * g - 1., 3. - 2. * g),
            fmin(2. * h + 1., 1. - 2. * h),
        ) * sign;

        b = 2. * b - 1.;
        c = 2. * c - 1.;

        output.push(vec3a(a, b, c).normalize_or_zero());
    }

    output
}