145 lines
7.3 KiB
C#
145 lines
7.3 KiB
C#
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.Dynamic;
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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 TerrainAtlasManager terrainAtlasManager;
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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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terrainAtlasManager = new TerrainAtlasManager(portalEngine);
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terrainAtlasManager.ExtractTexture();
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terrainAtlasManager.GenerateAtlas();
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terrainAtlasManager.GenerateUV();
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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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//blockStruct.GenerateUVByIndices();
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GenerateVertexTextureCoord(blockData, blockStruct);
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}
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}
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return blockStruct;
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}
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private void GenerateVertexTextureCoord(CLandBlockData blockData, BlockStruct blockStruct) {
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List<Vector3> vertices = new List<Vector3>(); // Liste pour stocker les positions des sommets dupliqués
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List<Vector4> colors = new List<Vector4>();
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List<Vector4> farcolors = new List<Vector4>();
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List<Vector2> uvs = new List<Vector2>(); // Liste pour stocker les coordonnées UV
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List<int> indices = new List<int>(); // Liste pour stocker les nouveaux indices
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for (int y = 0; y < blockStruct.indices.Length; y = y + 6) {
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// Créez 4 sommets
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vertices.Add(blockStruct.verticesStruct.position[blockStruct.indices[y]]);
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vertices.Add(blockStruct.verticesStruct.position[blockStruct.indices[y + 1]]);
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vertices.Add(blockStruct.verticesStruct.position[blockStruct.indices[y + 2]]);
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vertices.Add(blockStruct.verticesStruct.position[blockStruct.indices[y + 5]]);
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// Créez 4 color
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colors.Add(blockStruct.verticesStruct.color[blockStruct.indices[y]]);
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colors.Add(blockStruct.verticesStruct.color[blockStruct.indices[y + 1]]);
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colors.Add(blockStruct.verticesStruct.color[blockStruct.indices[y + 2]]);
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colors.Add(blockStruct.verticesStruct.color[blockStruct.indices[y + 5]]);
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// Créez 4 farcolor
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farcolors.Add(blockStruct.verticesStruct.farcolor[blockStruct.indices[y]]);
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farcolors.Add(blockStruct.verticesStruct.farcolor[blockStruct.indices[y + 1]]);
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farcolors.Add(blockStruct.verticesStruct.farcolor[blockStruct.indices[y + 2]]);
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farcolors.Add(blockStruct.verticesStruct.farcolor[blockStruct.indices[y + 5]]);
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// Assignez les coordonnées UV à chaque sommet
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uvs.Add(new Vector2(0, 0)); // Coin inférieur gauche
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uvs.Add(new Vector2(1, 0)); // Coin inférieur droit
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uvs.Add(new Vector2(0, 1)); // Coin supérieur gauche
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uvs.Add(new Vector2(1, 1)); // Coin supérieur droit
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// Créez les indices pour les deux triangles du quad
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int baseIndex = (y / 6) * 4; // Calculez l'index de base pour ce quad
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indices.Add(baseIndex);
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indices.Add(baseIndex + 1);
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indices.Add(baseIndex + 2);
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indices.Add(baseIndex + 2);
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indices.Add(baseIndex + 1);
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indices.Add(baseIndex + 3);
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}
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// Mettez à jour le BlockStruct avec les nouvelles listes de sommets, UVs, et indices
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Console.WriteLine(indices.Count);
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blockStruct.verticesStruct.position = vertices.ToArray();
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blockStruct.verticesStruct.color = colors.ToArray();
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blockStruct.verticesStruct.farcolor = farcolors.ToArray();
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blockStruct.verticesStruct.texturecoord = uvs.ToArray();
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blockStruct.indices = indices.ToArray();
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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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