big ol refactor

This commit is contained in:
2025-04-16 12:13:29 +02:00
parent b866ac879e
commit 9d60d5e9cd
10 changed files with 747 additions and 382 deletions

View File

@ -8,6 +8,72 @@ import (
rl "github.com/gen2brain/raylib-go/raylib"
)
// ModelLoader handles loading and fallback for 3D models
type ModelLoader struct {
safeMode bool
}
// NewModelLoader creates a new model loader instance
func NewModelLoader() *ModelLoader {
return &ModelLoader{
safeMode: os.Getenv("GOONSCAPE_SAFE_MODE") == "1",
}
}
// IsSafeMode returns if we should avoid loading external models
func (ml *ModelLoader) IsSafeMode() bool {
return ml.safeMode || os.Getenv("GOONSCAPE_SAFE_MODE") == "1"
}
// LoadModel attempts to load a model, returning a placeholder if it fails
func (ml *ModelLoader) LoadModel(fileName string, fallbackShape int, fallbackColor rl.Color) (rl.Model, bool, rl.Color) {
// Don't even try to load external models in safe mode
if ml.IsSafeMode() {
rl.TraceLog(rl.LogInfo, "Safe mode enabled, using primitive shape instead of %s", fileName)
return ml.createPrimitiveShape(fallbackShape), false, fallbackColor
}
defer func() {
// Recover from any panics during model loading
if r := recover(); r != nil {
rl.TraceLog(rl.LogError, "Panic in LoadModel: %v", r)
}
}()
// Try to load the model
model := rl.LoadModel(fileName)
// Check if the model is valid
if model.Meshes == nil || model.Meshes.VertexCount <= 0 {
rl.TraceLog(rl.LogWarning, "Failed to load model %s, using placeholder", fileName)
return ml.createPrimitiveShape(fallbackShape), false, fallbackColor
}
// For real models, return zero color since we don't need it
return model, true, rl.Color{}
}
// createPrimitiveShape creates a simple shape without loading external models
func (ml *ModelLoader) createPrimitiveShape(shapeType int) rl.Model {
var mesh rl.Mesh
switch shapeType {
case 0: // Cube
mesh = rl.GenMeshCube(1.0, 2.0, 1.0)
case 1: // Sphere
mesh = rl.GenMeshSphere(1.0, 8, 8)
case 2: // Cylinder
mesh = rl.GenMeshCylinder(0.8, 2.0, 8)
case 3: // Cone
mesh = rl.GenMeshCone(1.0, 2.0, 8)
default: // Default to cube
mesh = rl.GenMeshCube(1.0, 2.0, 1.0)
}
model := rl.LoadModelFromMesh(mesh)
return model
}
// Helper function to load animations for a model
func loadModelAnimations(animPaths map[string]string) (types.AnimationSet, error) {
var animSet types.AnimationSet
@ -58,51 +124,8 @@ func CompletelyAvoidExternalModels() bool {
// SafeLoadModel attempts to load a model, returning a placeholder if it fails
func SafeLoadModel(fileName string, fallbackShape int, fallbackColor rl.Color) (rl.Model, bool, rl.Color) {
// Don't even try to load external models in safe mode
if CompletelyAvoidExternalModels() {
rl.TraceLog(rl.LogInfo, "Safe mode enabled, using primitive shape instead of %s", fileName)
return createPrimitiveShape(fallbackShape), false, fallbackColor
}
defer func() {
// Recover from any panics during model loading
if r := recover(); r != nil {
rl.TraceLog(rl.LogError, "Panic in SafeLoadModel: %v", r)
}
}()
// Try to load the model
model := rl.LoadModel(fileName)
// Check if the model is valid
if model.Meshes == nil || model.Meshes.VertexCount <= 0 {
rl.TraceLog(rl.LogWarning, "Failed to load model %s, using placeholder", fileName)
return createPrimitiveShape(fallbackShape), false, fallbackColor
}
// For real models, return zero color since we don't need it
return model, true, rl.Color{}
}
// createPrimitiveShape creates a simple shape without loading external models
func createPrimitiveShape(shapeType int) rl.Model {
var mesh rl.Mesh
switch shapeType {
case 0: // Cube
mesh = rl.GenMeshCube(1.0, 2.0, 1.0)
case 1: // Sphere
mesh = rl.GenMeshSphere(1.0, 8, 8)
case 2: // Cylinder
mesh = rl.GenMeshCylinder(0.8, 2.0, 8)
case 3: // Cone
mesh = rl.GenMeshCone(1.0, 2.0, 8)
default: // Default to cube
mesh = rl.GenMeshCube(1.0, 2.0, 1.0)
}
model := rl.LoadModelFromMesh(mesh)
return model
loader := NewModelLoader()
return loader.LoadModel(fileName, fallbackShape, fallbackColor)
}
func LoadModels() ([]types.ModelAsset, error) {
@ -110,9 +133,7 @@ func LoadModels() ([]types.ModelAsset, error) {
os.Setenv("GOONSCAPE_SAFE_MODE", "1")
models := make([]types.ModelAsset, 0, 3)
// Use environment variable to completely disable model loading
safeMode := CompletelyAvoidExternalModels()
modelLoader := NewModelLoader()
// Colors for the different models
goonerColor := rl.Color{R: 255, G: 200, B: 200, A: 255} // Pinkish
@ -120,9 +141,9 @@ func LoadModels() ([]types.ModelAsset, error) {
shrekeColor := rl.Color{R: 180, G: 255, B: 180, A: 255} // Light green
// If in safe mode, create all models directly without loading
if safeMode {
if modelLoader.IsSafeMode() {
// Gooner model (cube)
cube := createPrimitiveShape(0)
cube := modelLoader.createPrimitiveShape(0)
models = append(models, types.ModelAsset{
Model: cube,
YOffset: 0.0,
@ -130,7 +151,7 @@ func LoadModels() ([]types.ModelAsset, error) {
})
// Coomer model (sphere)
sphere := createPrimitiveShape(1)
sphere := modelLoader.createPrimitiveShape(1)
models = append(models, types.ModelAsset{
Model: sphere,
YOffset: -4.0,
@ -138,7 +159,7 @@ func LoadModels() ([]types.ModelAsset, error) {
})
// Shreke model (cylinder)
cylinder := createPrimitiveShape(2)
cylinder := modelLoader.createPrimitiveShape(2)
models = append(models, types.ModelAsset{
Model: cylinder,
YOffset: 0.0,
@ -154,7 +175,7 @@ func LoadModels() ([]types.ModelAsset, error) {
var success bool
var modelColor rl.Color
goonerModel, success, modelColor = SafeLoadModel("resources/models/gooner/walk_no_y_transform.glb", 0, goonerColor)
goonerModel, success, modelColor = modelLoader.LoadModel("resources/models/gooner/walk_no_y_transform.glb", 0, goonerColor)
// Create animations only if model was loaded successfully
var goonerAnims types.AnimationSet
@ -184,7 +205,7 @@ func LoadModels() ([]types.ModelAsset, error) {
// Coomer model with safe loading - using a sphere shape
var coomerModel rl.Model
coomerModel, success, modelColor = SafeLoadModel("resources/models/coomer/idle_notransy.glb", 1, coomerColor)
coomerModel, success, modelColor = modelLoader.LoadModel("resources/models/coomer/idle_notransy.glb", 1, coomerColor)
if success {
// Only load animations if the model loaded successfully
@ -219,7 +240,7 @@ func LoadModels() ([]types.ModelAsset, error) {
// Shreke model with safe loading - using a cylinder shape
var shrekeModel rl.Model
shrekeModel, success, modelColor = SafeLoadModel("resources/models/shreke.obj", 2, shrekeColor)
shrekeModel, success, modelColor = modelLoader.LoadModel("resources/models/shreke.obj", 2, shrekeColor)
if success {
// Only proceed with texture if model loaded