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A model with no bricks has nothing to make: it gets its own state (is_optimized = 3), isn't counted as a failure or retried, shows as Empty on the UGC page (with its own filter and count), in the status and in Prometheus, and its downloads answer 404 like HKX. State names come from the enum (magic_enum). Migrations dlu/mysql/87 and dlu/sqlite/70 move the rows that failed only because they had no bricks. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
115 lines
4.6 KiB
C++
115 lines
4.6 KiB
C++
#pragma once
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#include <cstdint>
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#include <string>
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#include <string_view>
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#include <vector>
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#include <glm/glm.hpp>
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#include "UgcBricks.h"
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namespace NifFile {
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struct Model;
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}
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/**
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* Brick models as triangle meshes: LXFML parts, the mesh built from them (opaque and transparent bricks apart, with
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* the material colors as vertex colors) and the mesh of a client .nif. Pure apart from BrickLibrary's file reads.
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*/
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namespace UgcModel {
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// A brick in a model: its primitive, materials (one per geometry part) and where it is
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struct Part {
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uint32_t designId{};
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std::vector<uint32_t> materials;
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glm::mat4 transform{ 1.0f };
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};
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// The parts of an LXFML 5 (Bricks/Brick/Part with bones) or 4 (Scene/Model/Group/Part with axis angles) model.
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// Empty with `error` set when it can't be read.
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std::vector<Part> ParseLxfml(std::string_view lxfml, std::string& error);
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// Whether an LXFML reads but has no bricks at all (nothing to make; not a failure)
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bool HasNoBricks(std::string_view lxfml);
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struct Mesh {
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std::vector<glm::vec3> positions;
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std::vector<glm::vec3> normals;
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std::vector<glm::vec4> colors; // sRGB, 0..1, alpha is opacity
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std::vector<glm::vec3> glow; // linear glow color per vertex (LU Toolbox's "Glow" layer); empty when nothing glows
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std::vector<uint32_t> indices;
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size_t TriangleCount() const { return indices.size() / 3; }
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bool Empty() const { return indices.empty(); }
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void Append(const Mesh& other);
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void Transform(const glm::mat4& transform);
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};
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struct Model {
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Mesh opaque;
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Mesh transparent;
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std::vector<uint32_t> missingDesigns; // designs without geometry in the client, skipped
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std::vector<size_t> transparentBricks; // where each transparent brick's triangles start in transparent.indices
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size_t bricks{};
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bool Empty() const { return opaque.Empty() && transparent.Empty(); }
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// The bounds of every vertex; false when there are none
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bool Bounds(glm::vec3& min, glm::vec3& max) const;
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};
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enum class ePalette {
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LU_TOOLBOX, // LU Toolbox's colors (UgcPalette), what its importer colors models with
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BRICKDB, // the brick database's Materials.xml
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};
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struct BuildOptions {
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ePalette palette{ ePalette::LU_TOOLBOX };
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float colorVariation{ 5.0f }; // percent, 0: none (LU Toolbox: Apply Color Variation, 5%)
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uint64_t seed{}; // of the variation's random numbers
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float transparentOpacity{ 58.82f }; // percent, transparent bricks' vertex alpha (LU Toolbox palette only)
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bool icon{}; // the icon renderer's color corrections
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uint32_t lod{}; // brickprimitives level
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};
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/**
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* The mesh of a model's parts, colored as LU Toolbox's Process Model does: a brick is transparent only when all of
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* its materials are, each material of each brick has its brightness shifted by the color variation (the same
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* random number for a brick's material in every LOD and every time), vertex colors are sRGB with alpha 1 for
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* opaque bricks and the transparent opacity for transparent ones.
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*/
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Model Build(const std::vector<Part>& parts, UgcBricks::BrickLibrary& library, const BuildOptions& options = {});
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/**
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* The distance range (near, far) of each LOD LU Toolbox makes, for the brickprimitives levels in `used` (0 to 3),
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* from its settings (lod0..lod3, cull): its setup_lod_data, which picks the ranges by which levels are there.
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* {0, 0} for a level it has no range for.
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*/
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struct LodDistances {
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float lod0{ 0.0f };
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float lod1{ 50.0f };
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float lod2{ 100.0f };
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float lod3{ 280.0f };
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float cull{ 10000.0f };
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};
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std::vector<std::pair<float, float>> LodRanges(const std::vector<uint32_t>& used, const LodDistances& distances);
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/**
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* Splits a mesh the way LU Toolbox's divide_mesh does while it has too many vertices (or triangles): at the mean
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* of its vertices along its longest side, keeping connected pieces whole. Falls back to Split when that can't
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* divide it.
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*/
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std::vector<Mesh> Divide(const Mesh& mesh, size_t maxVertices = 65535, size_t maxTriangles = 65535);
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// A client .nif's meshes as one model (vertex colors times material color; transparent when blended)
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Model FromNif(const NifFile::Model& nif);
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// The mesh cut into pieces at these index offsets (each piece's triangles start at one), e.g. one per brick
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std::vector<Mesh> SplitAt(const Mesh& mesh, const std::vector<size_t>& starts);
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// Keeps the triangles whose flag is set (and the vertices they use)
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void KeepTriangles(Mesh& mesh, const std::vector<bool>& keep);
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// Splits a mesh into pieces the .nif format can hold (at most `maxVertices` vertices and `maxTriangles` triangles)
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std::vector<Mesh> Split(const Mesh& mesh, size_t maxVertices = 65535, size_t maxTriangles = 65535);
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}
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