using AC2RE.Definitions; using LandblockExtraction.DatEngine; using LandblockExtraction.Tools; using System.Numerics; namespace LandblockExtraction.LandBlockExtractor { public class LandBlockExtrator { private PortalEngine portalEngine; private CellEngine cellEngine; private readonly int NumberLandBlocks = 255; private readonly int BlockSize = 17; private readonly int cellSize = 8; public LandBlockExtrator(PortalEngine portalEngine, CellEngine cellEngine) { this.portalEngine = portalEngine; this.cellEngine = cellEngine; } public BlockStruct? GetBlock(int landX, int landY) { CellId landBlockId = new CellId((byte)landX, (byte)landY, 0xFF, 0xFF); var landBlock = cellEngine.GetLandBlockData(landBlockId.id); if (landBlock == null) return null; return GenerateBlockStructByData(landBlock, landX, landY); } public BlockStruct GenerateBlockStructByData(CLandBlockData blockData, int landX, int landY) { BlockStruct blockStruct = new BlockStruct(); for (int y = 0; y < BlockStruct.BlockSize; y++) { for (int x = 0; x < BlockStruct.BlockSize; x++) { var indice = y * BlockStruct.BlockSize + x; blockStruct.verticesStruct.position[indice] = GenerateVertexPosition(landX, landY, x, y, blockData.heights[indice]); blockStruct.verticesStruct.color[indice] = GenerateVertexColor(blockData.cellInfos[indice]); blockStruct.verticesStruct.farcolor[indice] = GenerateVertexFarColor(blockData.cellInfos[indice]); blockStruct.GenerateIndices(); } } return blockStruct; } private Vector3 GenerateVertexPosition(int landx, int landy, int x, int y, byte height) { int tmpx = (landx * BlockSize + y) * cellSize; int tmpy = (BlockSize * NumberLandBlocks * cellSize) - ((landy * BlockSize + x) * cellSize) - 1; var newX = (tmpx - (NumberLandBlocks * BlockSize * cellSize / 2)); var newY = (tmpy - ((NumberLandBlocks * BlockSize * cellSize) - (NumberLandBlocks * BlockSize * cellSize / 2) - 1)); return new Vector3(newX, portalEngine.landScapeDefs.landHeightTable[height], newY); } private Vector4 GenerateVertexColor(uint cellInfo) { var terrain = MathOperations.GetTerrainInCellInfo(cellInfo); foreach (var terrainType in portalEngine.cTerrainDesc.terrains) { if (terrainType.terrainIndex == terrain) { foreach (var surfaceIndex in portalEngine.cSurfaceDesc.surfaces) { if (surfaceIndex.surfIndex == terrainType.surfaceInfo) { var color = surfaceIndex.terrainMaterials.First().vertexColor.First().vertexColor; return MathOperations.RGBAColorToVector4(color); } } } } return Vector4.One; } private Vector4 GenerateVertexFarColor(uint cellInfo) { var terrain = MathOperations.GetTerrainInCellInfo(cellInfo); foreach (var terrainType in portalEngine.cTerrainDesc.terrains) { if (terrainType.terrainIndex == terrain) { foreach (var surfaceIndex in portalEngine.cSurfaceDesc.surfaces) { if (surfaceIndex.surfIndex == terrainType.surfaceInfo) { var color = surfaceIndex.terrainMaterials.First().vertexColor.First().farVertexColor; return MathOperations.RGBAColorToVector4(color); } } } } return Vector4.One; } } }