Mise à jour du dépôt en fonction du .gitignore
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LandblockExtraction/LandBlockExtractor/LandBlockExtrator.cs
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83
LandblockExtraction/LandBlockExtractor/LandBlockExtrator.cs
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using AC2RE.Definitions;
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using LandblockExtraction.DatEngine;
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using LandblockExtraction.Tools;
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using System.Numerics;
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namespace LandblockExtraction.LandBlockExtractor {
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public class LandBlockExtrator {
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private PortalEngine portalEngine;
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private CellEngine cellEngine;
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private readonly int NumberLandBlocks = 255;
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private readonly int BlockSize = 17;
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private readonly int cellSize = 8;
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public LandBlockExtrator(PortalEngine portalEngine, CellEngine cellEngine) {
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this.portalEngine = portalEngine;
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this.cellEngine = cellEngine;
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}
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public BlockStruct? GetBlock(int landX, int landY) {
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CellId landBlockId = new CellId((byte)landX, (byte)landY, 0xFF, 0xFF);
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var landBlock = cellEngine.GetLandBlockData(landBlockId.id);
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if (landBlock == null) return null;
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return GenerateBlockStructByData(landBlock, landX, landY);
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}
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public BlockStruct GenerateBlockStructByData(CLandBlockData blockData, int landX, int landY) {
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BlockStruct blockStruct = new BlockStruct();
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for (int y = 0; y < BlockStruct.BlockSize; y++) {
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for (int x = 0; x < BlockStruct.BlockSize; x++) {
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var indice = y * BlockStruct.BlockSize + x;
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blockStruct.verticesStruct.position[indice] = GenerateVertexPosition(landX, landY, x, y, blockData.heights[indice]);
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blockStruct.verticesStruct.color[indice] = GenerateVertexColor(blockData.cellInfos[indice]);
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blockStruct.verticesStruct.farcolor[indice] = GenerateVertexFarColor(blockData.cellInfos[indice]);
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blockStruct.GenerateIndices();
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}
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}
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return blockStruct;
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}
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private Vector3 GenerateVertexPosition(int landx, int landy, int x, int y, byte height) {
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int tmpx = (landx * BlockSize + y) * cellSize;
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int tmpy = (BlockSize * NumberLandBlocks * cellSize) - ((landy * BlockSize + x) * cellSize) - 1;
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var newX = (tmpx - (NumberLandBlocks * BlockSize * cellSize / 2));
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var newY = (tmpy - ((NumberLandBlocks * BlockSize * cellSize) - (NumberLandBlocks * BlockSize * cellSize / 2) - 1));
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return new Vector3(newX, portalEngine.landScapeDefs.landHeightTable[height], newY);
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}
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private Vector4 GenerateVertexColor(uint cellInfo) {
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var terrain = MathOperations.GetTerrainInCellInfo(cellInfo);
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foreach (var terrainType in portalEngine.cTerrainDesc.terrains) {
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if (terrainType.terrainIndex == terrain) {
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foreach (var surfaceIndex in portalEngine.cSurfaceDesc.surfaces) {
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if (surfaceIndex.surfIndex == terrainType.surfaceInfo) {
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var color = surfaceIndex.terrainMaterials.First().vertexColor.First().vertexColor;
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return MathOperations.RGBAColorToVector4(color);
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}
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}
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}
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}
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return Vector4.One;
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}
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private Vector4 GenerateVertexFarColor(uint cellInfo) {
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var terrain = MathOperations.GetTerrainInCellInfo(cellInfo);
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foreach (var terrainType in portalEngine.cTerrainDesc.terrains) {
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if (terrainType.terrainIndex == terrain) {
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foreach (var surfaceIndex in portalEngine.cSurfaceDesc.surfaces) {
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if (surfaceIndex.surfIndex == terrainType.surfaceInfo) {
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var color = surfaceIndex.terrainMaterials.First().vertexColor.First().farVertexColor;
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return MathOperations.RGBAColorToVector4(color);
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}
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}
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}
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}
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return Vector4.One;
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}
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}
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}
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namespace LandblockExtraction.LandBlockExtractor {
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public class BlockStruct {
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public readonly static int BlockSize = 17;
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public VerticesStruct verticesStruct;
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public int[] indices;
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public BlockStruct() {
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verticesStruct = new VerticesStruct(BlockSize);
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indices = new int[(BlockSize - 1) * (BlockSize - 1) * 6];
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}
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public void GenerateIndices() {
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int index = 0;
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for (int y = 0; y < BlockSize - 1; y++) {
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for (int x = 0; x < BlockSize - 1; x++) {
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// Indices des sommets du premier triangle
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indices[index++] = y * BlockSize + x;
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indices[index++] = (y + 1) * BlockSize + x;
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indices[index++] = y * BlockSize + x + 1;
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// Indices des sommets du deuxième triangle
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indices[index++] = y * BlockSize + x + 1;
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indices[index++] = (y + 1) * BlockSize + x;
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indices[index++] = (y + 1) * BlockSize + x + 1;
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}
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}
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}
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}
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}
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using System.Numerics;
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namespace LandblockExtraction.LandBlockExtractor {
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public class VerticesStruct {
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public Vector3[] position { get; set; }
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public Vector4[] color { get; set; }
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public Vector4[] farcolor { get; set; }
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public VerticesStruct(int blockSize) {
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position = new Vector3[blockSize * blockSize];
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color = new Vector4[blockSize * blockSize];
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farcolor = new Vector4[blockSize * blockSize];
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}
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public float[] Vertices() {
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int length = position.Length;
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float[] vertices = new float[length * 11]; // 3 pour position, 4 pour color, et 4 pour farcolor
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for (int i = 0, vi = 0; i < length; i++, vi += 11) {
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vertices[vi] = position[i].X;
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vertices[vi + 1] = position[i].Y;
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vertices[vi + 2] = position[i].Z;
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vertices[vi + 3] = color[i].X;
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vertices[vi + 4] = color[i].Y;
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vertices[vi + 5] = color[i].Z;
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vertices[vi + 6] = color[i].W;
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vertices[vi + 7] = farcolor[i].X;
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vertices[vi + 8] = farcolor[i].Y;
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vertices[vi + 9] = farcolor[i].Z;
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vertices[vi + 10] = farcolor[i].W;
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}
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return vertices;
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}
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}
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}
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