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kawari/src/bin/kawari-navimesh.rs

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use bevy::{
asset::RenderAssetUsages,
prelude::*,
render::mesh::{Indices, PrimitiveTopology},
};
use icarus::TerritoryType::TerritoryTypeSheet;
use kawari::config::get_config;
use physis::{
common::{Language, Platform},
layer::{LayerEntryData, LayerGroup, ModelCollisionType, Transformation},
lvb::Lvb,
pcb::{Pcb, ResourceNode},
resource::{Resource, SqPackResource},
};
#[derive(Resource)]
struct ZoneToLoad(u16);
fn main() {
tracing_subscriber::fmt::init();
let args: Vec<String> = std::env::args().collect();
let zone_id: u16 = args[1].parse().unwrap();
App::new()
.add_plugins(DefaultPlugins)
.add_systems(Startup, setup)
.insert_resource(ZoneToLoad(zone_id))
.run();
}
/// Walk each node, add it's collision model to the scene.
fn walk_node(
node: &ResourceNode,
commands: &mut Commands,
meshes: &mut ResMut<Assets<Mesh>>,
materials: &mut ResMut<Assets<StandardMaterial>>,
transform: &Transformation,
) {
if !node.vertices.is_empty() {
let mut mesh = Mesh::new(
PrimitiveTopology::TriangleList,
RenderAssetUsages::RENDER_WORLD,
);
let mut positions = Vec::new();
for vec in &node.vertices {
positions.push(vec.clone());
}
mesh.insert_attribute(Mesh::ATTRIBUTE_POSITION, positions);
let mut indices = Vec::new();
for polygon in &node.polygons {
let mut vec: Vec<u32> = Vec::from(&polygon.vertex_indices)
.iter()
.map(|x| *x as u32)
.collect();
assert!(vec.len() == 3);
indices.append(&mut vec);
}
mesh.insert_indices(Indices::U32(indices));
commands.spawn((
Mesh3d(meshes.add(mesh)),
MeshMaterial3d(materials.add(Color::srgb(
fastrand::f32(),
fastrand::f32(),
fastrand::f32(),
))),
Transform {
translation: Vec3::from_array(transform.translation),
rotation: Quat::from_euler(
EulerRot::XYZ,
transform.rotation[0],
transform.rotation[1],
transform.rotation[2],
),
scale: Vec3::from_array(transform.scale),
},
));
}
for child in &node.children {
walk_node(&child, commands, meshes, materials, transform);
}
}
/// Setup 3D scene.
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
zone_id: Res<ZoneToLoad>,
) {
let zone_id = zone_id.0;
let config = get_config();
tracing::info!("Generating navmesh for zone {zone_id}!");
let mut sqpack_resource =
SqPackResource::from_existing(Platform::Win32, &config.filesystem.game_path);
let sheet = TerritoryTypeSheet::read_from(&mut sqpack_resource, Language::None).unwrap();
let Some(row) = sheet.get_row(zone_id as u32) else {
tracing::error!("Invalid zone id {zone_id}!");
return;
};
// e.g. ffxiv/fst_f1/fld/f1f3/level/f1f3
let bg_path = row.Bg().into_string().unwrap();
let path = format!("bg/{}.lvb", &bg_path);
let lvb_file = sqpack_resource.read(&path).unwrap();
let lvb = Lvb::from_existing(&lvb_file).unwrap();
for path in &lvb.scns[0].header.path_layer_group_resources {
if path.contains("bg.lgb") {
tracing::info!("Processing {path}...");
let lgb_file = sqpack_resource.read(path).unwrap();
let lgb = LayerGroup::from_existing(&lgb_file);
let Some(lgb) = lgb else {
tracing::error!(
"Failed to parse {path}, this is most likely a bug in Physis and should be reported somewhere!"
);
return;
};
// TODO: i think we know which layer is specifically used for navmesh gen, better check that LVB
for chunk in &lgb.chunks {
for layer in &chunk.layers {
for object in &layer.objects {
if let LayerEntryData::BG(bg) = &object.data {
if !bg.collision_asset_path.value.is_empty() {
tracing::info!("Considering {} for navimesh", object.instance_id);
tracing::info!("- Loading {}", bg.collision_asset_path.value);
// NOTE: assert is here to find out the unknown
assert!(bg.collision_type == ModelCollisionType::Replace);
let pcb_file = sqpack_resource
.read(&bg.collision_asset_path.value)
.unwrap();
let pcb = Pcb::from_existing(&pcb_file).unwrap();
walk_node(
&pcb.root_node,
&mut commands,
&mut meshes,
&mut materials,
&object.transform,
);
}
}
}
}
}
}
}
// camera
commands.spawn((
Camera3d::default(),
Transform::from_xyz(15.0, 15.0, 15.0).looking_at(Vec3::ZERO, Vec3::Y),
));
}