feat: add more rules in BMapInspector
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@@ -1,6 +1,8 @@
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#include "YYCRules.hpp"
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#include "Shared.hpp"
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#include <vector>
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#include <set>
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#include <algorithm>
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namespace L = LibCmo;
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namespace C = LibCmo::CK2;
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@@ -12,7 +14,7 @@ namespace BMapInspector::Rule {
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constexpr char8_t YYC1[] = u8"YYC1";
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YYCRule1::YYCRule1() {}
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YYCRule1::YYCRule1() : IRule() {}
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YYCRule1::~YYCRule1() {}
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@@ -30,10 +32,10 @@ namespace BMapInspector::Rule {
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// Create container holding smooth meshes
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std::set<O::CKMesh*> smooth_meshes;
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// We iterate all object grouped into it.
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auto group_3dentities = Shared::Iter3dEntities(phys_floorrails);
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for (auto* group_3dentity : group_3dentities) {
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auto group_3dobjects = Shared::Iter3dObjects(phys_floorrails);
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for (auto* group_3dobject : group_3dobjects) {
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// Then we iterate their current meshes
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auto* mesh = group_3dentity->GetCurrentMesh();
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auto* mesh = group_3dobject->GetCurrentMesh();
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if (mesh == nullptr) continue;
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// Iterate all meshes
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@@ -47,7 +49,7 @@ namespace BMapInspector::Rule {
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reporter.FormatError(
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YYC1,
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u8R"(Object "%s" is grouped into Phys_FloorRails, but its texture "%s" (referred by mesh %s and material %s) seems not the rail texture. This will cause this object be smooth unexpectly.)",
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Shared::RenderObjectName(group_3dentity),
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Shared::RenderObjectName(group_3dobject),
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Shared::RenderObjectName(texture),
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Shared::RenderObjectName(mesh),
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Shared::RenderObjectName(mtl));
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@@ -81,4 +83,50 @@ namespace BMapInspector::Rule {
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#pragma endregion
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#pragma region YYC Rule 2
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constexpr char8_t YYC2[] = u8"YYC2";
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YYCRule2::YYCRule2() : IRule() {}
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YYCRule2::~YYCRule2() {}
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std::u8string_view YYCRule2::GetRuleName() const {
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return YYC2;
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}
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void YYCRule2::Check(Reporter::Reporter& reporter, Map::Level& level) const {
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auto* ctx = level.GetCKContext();
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auto physicalized_3dobjects = Shared::FetchPhysicalized3dObjects(ctx);
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// Iterate all physicalized 3dobject
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for (auto* physicalized_3dobject : physicalized_3dobjects) {
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// Get its mesh
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auto* mesh = physicalized_3dobject->GetCurrentMesh();
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if (mesh == nullptr) continue;
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// Create a bool vector with vertex count and false init value.
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std::vector<bool> used_vertex(mesh->GetVertexCount(), false);
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// Iterate all face and set their vertex as used.
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auto* face_indices = mesh->GetFaceIndices();
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for (L::CKDWORD face_idx = 0; face_idx < mesh->GetFaceCount(); ++face_idx) {
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used_vertex[face_indices[face_idx * 3]] = true;
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used_vertex[face_indices[face_idx * 3 + 1]] = true;
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used_vertex[face_indices[face_idx * 3 + 2]] = true;
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}
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// Check whether there is unused vertex
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auto has_unused_vertex = std::any_of(used_vertex.begin(), used_vertex.end(), [](bool v) { return v == false; });
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// If there is unused vertex, report error
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if (has_unused_vertex) {
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reporter.FormatError(
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YYC2,
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u8R"(Object "%s" is grouped into physicalization groups, and its referred mesh "%s" has isolated vertex. This will cause it can not be physicalized.)",
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Shared::RenderObjectName(physicalized_3dobject),
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Shared::RenderObjectName(mesh));
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}
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}
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}
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#pragma endregion
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} // namespace BMapInspector::Rule
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