using AC2RE.Definitions; using LandblockExtraction.AtlasMaker; using LandblockExtraction.DatEngine; using LandblockExtraction.Tools; using System.Dynamic; using System.Numerics; namespace LandblockExtraction.LandBlockExtractor { public class LandBlockExtrator { private PortalEngine portalEngine; private CellEngine cellEngine; private TerrainAtlasManager terrainAtlasManager; 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; terrainAtlasManager = new TerrainAtlasManager(portalEngine); terrainAtlasManager.ExtractTexture(); terrainAtlasManager.GenerateAtlas(); terrainAtlasManager.GenerateUV(); } 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(); //blockStruct.GenerateUVByIndices(); GenerateVertexTextureCoord(blockData, blockStruct); } } return blockStruct; } private void GenerateVertexTextureCoord(CLandBlockData blockData, BlockStruct blockStruct) { List vertices = new List(); // Liste pour stocker les positions des sommets dupliqués List colors = new List(); List farcolors = new List(); List uvs = new List(); // Liste pour stocker les coordonnées UV List indices = new List(); // Liste pour stocker les nouveaux indices for (int y = 0; y < blockStruct.indices.Length; y = y + 6) { // Créez 4 sommets vertices.Add(blockStruct.verticesStruct.position[blockStruct.indices[y]]); vertices.Add(blockStruct.verticesStruct.position[blockStruct.indices[y + 1]]); vertices.Add(blockStruct.verticesStruct.position[blockStruct.indices[y + 2]]); vertices.Add(blockStruct.verticesStruct.position[blockStruct.indices[y + 5]]); // Créez 4 color colors.Add(blockStruct.verticesStruct.color[blockStruct.indices[y]]); colors.Add(blockStruct.verticesStruct.color[blockStruct.indices[y + 1]]); colors.Add(blockStruct.verticesStruct.color[blockStruct.indices[y + 2]]); colors.Add(blockStruct.verticesStruct.color[blockStruct.indices[y + 5]]); // Créez 4 farcolor farcolors.Add(blockStruct.verticesStruct.farcolor[blockStruct.indices[y]]); farcolors.Add(blockStruct.verticesStruct.farcolor[blockStruct.indices[y + 1]]); farcolors.Add(blockStruct.verticesStruct.farcolor[blockStruct.indices[y + 2]]); farcolors.Add(blockStruct.verticesStruct.farcolor[blockStruct.indices[y + 5]]); // Assignez les coordonnées UV à chaque sommet uvs.Add(new Vector2(0, 0)); // Coin inférieur gauche uvs.Add(new Vector2(1, 0)); // Coin inférieur droit uvs.Add(new Vector2(0, 1)); // Coin supérieur gauche uvs.Add(new Vector2(1, 1)); // Coin supérieur droit // Créez les indices pour les deux triangles du quad int baseIndex = (y / 6) * 4; // Calculez l'index de base pour ce quad indices.Add(baseIndex); indices.Add(baseIndex + 1); indices.Add(baseIndex + 2); indices.Add(baseIndex + 2); indices.Add(baseIndex + 1); indices.Add(baseIndex + 3); } // Mettez à jour le BlockStruct avec les nouvelles listes de sommets, UVs, et indices Console.WriteLine(indices.Count); blockStruct.verticesStruct.position = vertices.ToArray(); blockStruct.verticesStruct.color = colors.ToArray(); blockStruct.verticesStruct.farcolor = farcolors.ToArray(); blockStruct.verticesStruct.texturecoord = uvs.ToArray(); blockStruct.indices = indices.ToArray(); } 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; } } }