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- The client puts a shape in its sorted, blended pass only when its NiMaterialProperty alpha is under 0.99999 (ShaderCommon::GetAlphaFlags 0x0109f5a0; the NiAlphaProperty blend flag isn't read); at 1.0 it's drawn solid with blending off. Transparent (and transparent glitter) shapes now get a material with alpha 0.9999, as the S01_Alpha shapes of the game's own brick models (res/BrickModels/ndmade) do; opaque shapes keep 1.0. Models with a transparent brick change; the others are byte for byte the same. - dUgcServer's files move into Bricks/, Model/, Render/, Formats/ and Processing/ (the CMakeLists says what each holds); includes are unchanged. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
58 lines
2.0 KiB
C++
58 lines
2.0 KiB
C++
#pragma once
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#include <cstdint>
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#include <map>
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#include <optional>
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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 "NifFile.h"
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#include "UgcModel.h"
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/**
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* Modular builds (cars, rockets) put together from their modules the way the CDClient describes it:
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* ModularBuildComponent.xml has the topology (a root part and which part connects to which named location of which
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* other part), ModuleComponent.xml each module's connection offsets, and each module's render asset has the named
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* attach-point nodes. Pure.
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*/
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namespace UgcModular {
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struct Connection {
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uint32_t part{}; // the part the location is on
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std::string location; // node name on that part
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uint32_t connectingPart{}; // the part placed there
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};
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struct BuildInfo {
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uint32_t rootPart{};
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uint32_t parts{};
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std::vector<Connection> connections;
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glm::mat4 additionalRotation{ 1.0f }; // Placement/AdditionalModelRotation
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};
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// ModularBuildComponent.xml; nullopt when it has no topology
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std::optional<BuildInfo> ParseBuild(std::string_view xml);
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// ModuleComponent.xml's connection offsets, by location name
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std::map<std::string, glm::vec3> ParseModuleConnections(std::string_view xml);
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// The LOTs in a ugc_modular_build.ldf_config ("1:4713+1:4714+1:4715", also with ';' or ',' between)
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std::vector<uint32_t> ParseModuleLots(std::string_view ldf);
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struct Module {
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uint32_t partCode{};
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NifFile::Model nif;
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std::map<std::string, glm::vec3> connections; // from ParseModuleConnections
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};
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/**
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* The modules placed per the build's topology, starting at the root part: a connection puts the connecting part
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* where the parent's node of the location's name is (or the parent module's connection offset of that name when
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* its mesh has no such node), less where the connecting part's own node of that name is, if it has one.
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* Parts without a module are skipped; `warnings` says what was.
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*/
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UgcModel::Model Assemble(const BuildInfo& build, const std::vector<Module>& modules, std::string& warnings);
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}
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