Test not positif
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9 changed files with 286 additions and 32 deletions
12
LandblockExtraction/WorldMap/VertexInfo/VertexMap.cs
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12
LandblockExtraction/WorldMap/VertexInfo/VertexMap.cs
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Numerics;
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using System.Text;
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using System.Threading.Tasks;
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namespace LandblockExtraction.WorldMap;
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public struct VertexMap {
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public Vector3 Position;
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public Vector4 Color;
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}
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165
LandblockExtraction/WorldMap/WorldMap.cs
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165
LandblockExtraction/WorldMap/WorldMap.cs
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using AC2RE.Definitions;
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using LandblockExtraction.AtlasMaker;
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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.WorldMap;
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public class WorldMap {
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private readonly int NumberLandBlocks = 254;
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private readonly int BlockSize = 17;
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private readonly int cellSize = 8;
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private PortalEngine portalEngine;
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private CellEngine cellEngine;
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private TerrainAtlasManager terrainAtlasManager;
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private VertexMap[,] vertexMaps;
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public WorldMap(PortalEngine portalEngine, CellEngine cellEngine) {
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this.portalEngine = portalEngine;
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this.cellEngine = cellEngine;
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terrainAtlasManager = new TerrainAtlasManager(portalEngine);
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int globalSize = NumberLandBlocks * (BlockSize - 1);
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vertexMaps = new VertexMap[globalSize, globalSize];
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}
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private void InitializeBaseMap() {
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for (int landY = 0; landY <= NumberLandBlocks; landY++) {
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for (int landX = 0; landX <= NumberLandBlocks; landX++) {
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InitializeCellMap(landY, landX);
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}
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}
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}
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public void LoadRegion(int start, int end) {
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for (int landY = start; landY <= end; landY++) {
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for (int landX = start; landX <= end; landX++) {
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InitializeCellMap(landY, landX);
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}
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}
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}
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private void InitializeCellMap(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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for (int y = 0; y < BlockSize; y++) {
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for (int x = 0; x < BlockSize; x++) {
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float height = 0;
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Vector4 color = Vector4.Zero;
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// Calculer les indices globaux en prenant en compte la position du land
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int indiceX = landx * (BlockSize - 1) + y;
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int indiceY = landy * (BlockSize - 1) + x;
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if (landBlock != null) {
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height = GetHeightInLandBlock(landBlock, x, y);
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color = GetColorVertex(landBlock, x, y);
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}
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// Vérifier si les indices ne dépassent pas la taille globale de la grille
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if (indiceX < NumberLandBlocks * (BlockSize - 1) && indiceY < NumberLandBlocks * (BlockSize - 1)) {
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vertexMaps[indiceX, indiceY] = new VertexMap() {
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Position = GenerateVertexPosition(landx, landy, x, y, height),
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Color = color
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};
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}
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}
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}
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}
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private float GetHeightInLandBlock(CLandBlockData block, int x, int y) {
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var indice = y * BlockSize + x;
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return block.heights[indice];
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}
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private Vector4 GetColorVertex(CLandBlockData block, int x, int y) {
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var indice = y * BlockSize + x;
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var terrain = MathOperations.GetTerrainInCellInfo(block.cellInfos[indice]);
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return terrainAtlasManager.terrains[(int)terrain].subTerrains.First().Color;
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}
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public float[] GetAllVertices() {
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List<float> verticesList = new List<float>();
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int rowLength = NumberLandBlocks * (BlockSize - 1);
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for (int y = 0; y < rowLength; y++) {
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for (int x = 0; x < rowLength; x++) {
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// Ajouter la position du vertex à la liste
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verticesList.Add(vertexMaps[x, y].Position.X);
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verticesList.Add(vertexMaps[x, y].Position.Y);
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verticesList.Add(vertexMaps[x, y].Position.Z);
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// Ajouter la couleur si nécessaire
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verticesList.Add(vertexMaps[x, y].Color.X);
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verticesList.Add(vertexMaps[x, y].Color.Y);
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verticesList.Add(vertexMaps[x, y].Color.Z);
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verticesList.Add(vertexMaps[x, y].Color.W);
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}
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}
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return verticesList.ToArray();
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}
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public int[] GenerateRegionIndices(int start, int end) {
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List<int> indices = new List<int>();
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// Calcul de la longueur de la ligne pour la région spécifiée
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int rowLength = (end - start) * (BlockSize - 1);
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// Parcours de chaque "cellule" de la grille pour la région spécifiée
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for (int y = 0; y < rowLength; y++) {
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for (int x = 0; x < rowLength; x++) {
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int baseX = start * (BlockSize - 1);
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int baseY = start * (BlockSize - 1);
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int topLeft = (y + baseY) * (NumberLandBlocks * (BlockSize - 1)) + (x + baseX);
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int topRight = topLeft + 1;
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int bottomLeft = topLeft + (NumberLandBlocks * (BlockSize - 1));
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int bottomRight = bottomLeft + 1;
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indices.Add(topLeft);
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indices.Add(bottomLeft);
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indices.Add(bottomRight);
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indices.Add(bottomLeft);
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indices.Add(bottomRight);
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indices.Add(topRight);
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}
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}
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return indices.ToArray();
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}
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public int[] GenerateIndices() {
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List<int> indices = new List<int>();
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int rowLength = NumberLandBlocks * (BlockSize - 1);
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// Parcourir chaque "cellule" de la grille, sauf la dernière colonne et la dernière ligne
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for (int y = 0; y < rowLength - 1; y++) {
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for (int x = 0; x < rowLength - 1; x++) {
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// Calculer les indices des 4 sommets du carré courant
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int topLeft = y * rowLength + x;
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int topRight = topLeft + 1;
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int bottomLeft = topLeft + rowLength;
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int bottomRight = bottomLeft + 1;
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// Ajouter les indices pour former les deux triangles
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indices.Add(topLeft);
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indices.Add(bottomLeft);
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indices.Add(bottomRight);
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indices.Add(bottomLeft);
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indices.Add(bottomRight);
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indices.Add(topRight);
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}
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}
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return indices.ToArray();
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}
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private Vector3 GenerateVertexPosition(int landx, int landy, int x, int y, float 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)) - landx * cellSize;// (tmpx - (NumberLandBlocks * BlockSize * cellSize / 2));
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var newY = (tmpy - ((NumberLandBlocks * BlockSize * cellSize) - (NumberLandBlocks * BlockSize * cellSize / 2) - 1)) + landy * cellSize; //(tmpy - ((NumberLandBlocks * BlockSize * cellSize) - (NumberLandBlocks * BlockSize * cellSize / 2) - 1));
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return new Vector3(newX + 1020, height, newY - 1020);
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}
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}
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