Beispiel #1
0
    // Placement information for WMOs. //
    // Additional to this, the WMOs to render are referenced in each MCRF chunk. (?) //
    public void ReadMODF(MemoryStream ADTobjstream, int MODFsize)
    {
        Flags       f = new Flags();
        StreamTools s = new StreamTools();

        ADTObjData.modelBlockData.WMOInfo = new List <ADTObjData.WMOPlacementInfo>();
        long currentPos = ADTobjstream.Position;

        while (ADTobjstream.Position < currentPos + MODFsize)
        {
            ADTObjData.WMOPlacementInfo data = new ADTObjData.WMOPlacementInfo();

            // references an entry in the MWID chunk, specifying the model to use.
            data.nameID = s.ReadLong(ADTobjstream);

            // this ID should be unique for all ADTs currently loaded. Best, they are unique for the whole map.
            data.uniqueID = s.ReadLong(ADTobjstream);

            // same as in MDDF.
            float Y = ((s.ReadFloat(ADTobjstream) - 17066) * -1) / Settings.worldScale; //-- pos X
            float Z = (s.ReadFloat(ADTobjstream)) / Settings.worldScale;                //-- Height
            float X = ((s.ReadFloat(ADTobjstream) - 17066) * -1) / Settings.worldScale; //-- pos Z
            data.position = new Vector3(X, Z, Y);

            // same as in MDDF.
            float rotX = s.ReadFloat(ADTobjstream);       //-- rot X
            float rotZ = 180 - s.ReadFloat(ADTobjstream); //-- rot Y
            float rotY = s.ReadFloat(ADTobjstream);       //-- rot Z
            data.rotation = Quaternion.Euler(new Vector3(rotX, rotZ, rotY));

            // position plus the transformed wmo bounding box. used for defining if they are rendered as well as collision.
            data.extents = s.ReadBoundingBox(ADTobjstream);

            // values from enum MODFFlags.
            data.flags = f.ReadMODFFlags(ADTobjstream);

            // which WMO doodad set is used.
            data.doodadSet = s.ReadShort(ADTobjstream);

            // which WMO name set is used. Used for renaming goldshire inn to northshire inn while using the same model.
            data.nameSet = s.ReadShort(ADTobjstream);

            // Legion(?)+: has data finally, looks like scaling (same as MDDF). Padding in 0.5.3 alpha.
            int unk = s.ReadShort(ADTobjstream);

            ADTObjData.modelBlockData.WMOInfo.Add(data);
        }
    }
Beispiel #2
0
    public static void ReadMD21(MemoryStream ms, M2Data m2Data, M2Texture m2Tex)
    {
        long md20position = ms.Position;

        StreamTools s                               = new StreamTools();
        int         MD20                            = s.ReadLong(ms);    // "MD20". Legion uses a chunked file format starting with MD21.
        int         version                         = s.ReadLong(ms);
        M2Array     name                            = s.ReadM2Array(ms); // should be globally unique, used to reload by name in internal clients
        var         flags                           = s.ReadLong(ms);
        M2Array     global_loops                    = s.ReadM2Array(ms); // Timestamps used in global looping animations.
        M2Array     sequences                       = s.ReadM2Array(ms); // Information about the animations in the model.
        M2Array     sequences_lookups               = s.ReadM2Array(ms); // Mapping of sequence IDs to the entries in the Animation sequences block.
        M2Array     bones                           = s.ReadM2Array(ms); // MAX_BONES = 0x100 => Creature\SlimeGiant\GiantSlime.M2 has 312 bones(Wrath)
        M2Array     key_bone_lookup                 = s.ReadM2Array(ms); // Lookup table for key skeletal bones.
        M2Array     vertices                        = s.ReadM2Array(ms);
        int         num_skin_profiles               = s.ReadLong(ms);
        M2Array     colors                          = s.ReadM2Array(ms); // Color and alpha animations definitions.
        M2Array     textures                        = s.ReadM2Array(ms);
        M2Array     texture_weights                 = s.ReadM2Array(ms); // Transparency of textures.
        M2Array     texture_transforms              = s.ReadM2Array(ms);
        M2Array     replaceable_texture_lookup      = s.ReadM2Array(ms);
        M2Array     materials                       = s.ReadM2Array(ms); // Blending modes / render flags.
        M2Array     bone_lookup_table               = s.ReadM2Array(ms);
        M2Array     texture_lookup_table            = s.ReadM2Array(ms);
        M2Array     tex_unit_lookup_table           = s.ReadM2Array(ms); // ≥ Cata: unused
        M2Array     transparency_lookup_table       = s.ReadM2Array(ms);
        M2Array     texture_transforms_lookup_table = s.ReadM2Array(ms);

        m2Data.bounding_box = s.ReadBoundingBox(ms);                    // min/max( [1].z, 2.0277779f ) - 0.16f seems to be the maximum camera height
        float       bounding_sphere_radius  = s.ReadFloat(ms);          // detail doodad draw dist = clamp (bounding_sphere_radius * detailDoodadDensityFade * detailDoodadDist, …)
        BoundingBox collision_box           = s.ReadBoundingBox(ms);
        float       collision_sphere_radius = s.ReadFloat(ms);

        M2Array collision_triangles     = s.ReadM2Array(ms);
        M2Array collision_vertices      = s.ReadM2Array(ms);
        M2Array collision_normals       = s.ReadM2Array(ms);
        M2Array attachments             = s.ReadM2Array(ms);            // position of equipped weapons or effects
        M2Array attachment_lookup_table = s.ReadM2Array(ms);
        M2Array events              = s.ReadM2Array(ms);                // Used for playing sounds when dying and a lot else.
        M2Array lights              = s.ReadM2Array(ms);                // Lights are mainly used in loginscreens but in wands and some doodads too.
        M2Array cameras             = s.ReadM2Array(ms);                // The cameras are present in most models for having a model in the character tab.
        M2Array camera_lookup_table = s.ReadM2Array(ms);
        M2Array ribbon_emitters     = s.ReadM2Array(ms);                // Things swirling around. See the CoT-entrance for light-trails.
        M2Array particle_emitters   = s.ReadM2Array(ms);

        // Name //
        ms.Position = name.offset + md20position;
        for (int n = 0; n < name.size; n++)
        {
            m2Data.name += Convert.ToChar(ms.ReadByte());
        }


        // Bones //
        ms.Position = bones.offset + md20position;
        M2TrackBase[] translationM2track = new M2TrackBase[bones.size];
        M2TrackBase[] rotationM22track   = new M2TrackBase[bones.size];
        M2TrackBase[] scaleM22track      = new M2TrackBase[bones.size];
        for (int cb = 0; cb < bones.size; cb++)
        {
            M2CompBone m2CompBone = new M2CompBone();

            m2CompBone.key_bone_id      = s.ReadLong(ms);               // Back-reference to the key bone lookup table. -1 if this is no key bone.
            m2CompBone.flags            = s.ReadUint32(ms);
            m2CompBone.parent_bone      = s.ReadShort(ms);
            m2CompBone.submesh_id       = s.ReadUint16(ms);
            m2CompBone.uDistToFurthDesc = s.ReadUint16(ms);
            m2CompBone.uZRatioOfChain   = s.ReadUint16(ms);

            translationM2track[cb] = s.ReadM2Track(ms);
            rotationM22track[cb]   = s.ReadM2Track(ms);
            scaleM22track[cb]      = s.ReadM2Track(ms);

            Vector3 pivotRaw = new Vector3(s.ReadFloat(ms) / Settings.worldScale, s.ReadFloat(ms) / Settings.worldScale, s.ReadFloat(ms) / Settings.worldScale);
            m2CompBone.pivot = new Vector3(-pivotRaw.x, pivotRaw.z, -pivotRaw.y);

            m2Data.m2CompBone.Add(m2CompBone);
        }


        // Animations //
        int numberOfAnimations = 0;

        for (int ab = 0; ab < bones.size; ab++)
        {
            List <Animation_Vector3>    bone_position_animations = new List <Animation_Vector3>();
            List <Animation_Quaternion> bone_rotation_animations = new List <Animation_Quaternion>();
            List <Animation_Vector3>    bone_scale_animations    = new List <Animation_Vector3>();

            // Position //
            int numberOfPositionAnimations = translationM2track[ab].Timestamps.size;
            if (numberOfAnimations < numberOfPositionAnimations)
            {
                numberOfAnimations = numberOfPositionAnimations;
            }
            for (int at = 0; at < numberOfPositionAnimations; at++)
            {
                Animation         bone_animation = new Animation();
                Animation_Vector3 positions      = new Animation_Vector3();

                // Timestamps //
                List <int> timeStamps = new List <int>();
                ms.Position = translationM2track[ab].Timestamps.offset + md20position;
                M2Array m2AnimationOffset = s.ReadM2Array(ms);
                ms.Position = m2AnimationOffset.offset;
                for (int t = 0; t < m2AnimationOffset.size; t++)
                {
                    timeStamps.Add(s.ReadLong(ms));
                }
                positions.timeStamps = timeStamps;

                // Values //
                List <Vector3> values = new List <Vector3>();
                ms.Position = translationM2track[ab].Values.offset + md20position;
                M2Array m2AnimationValues = s.ReadM2Array(ms);
                ms.Position = m2AnimationValues.offset;
                for (int t = 0; t < m2AnimationValues.size; t++)
                {
                    Vector3 rawPosition = new Vector3(s.ReadFloat(ms) / Settings.worldScale, s.ReadFloat(ms) / Settings.worldScale, s.ReadFloat(ms) / Settings.worldScale);
                    values.Add(new Vector3(-rawPosition.x, rawPosition.z, -rawPosition.y));
                }
                positions.values = values;
                bone_position_animations.Add(positions);
            }


            // Rotation //
            int numberOfRotationAnimations = rotationM22track[ab].Timestamps.size;
            if (numberOfAnimations < numberOfRotationAnimations)
            {
                numberOfAnimations = numberOfRotationAnimations;
            }
            for (int ar = 0; ar < numberOfRotationAnimations; ar++)
            {
                Animation_Quaternion rotations = new Animation_Quaternion();

                // Timestamps //
                List <int> timeStamps = new List <int>();
                ms.Position = rotationM22track[ab].Timestamps.offset + md20position;
                M2Array m2AnimationOffset = s.ReadM2Array(ms);
                ms.Position = m2AnimationOffset.offset;
                for (int t = 0; t < m2AnimationOffset.size; t++)
                {
                    timeStamps.Add(s.ReadLong(ms));
                }
                rotations.timeStamps = timeStamps;

                // Values //
                List <Quaternion> values = new List <Quaternion>();
                ms.Position = rotationM22track[ab].Values.offset + md20position;
                M2Array m2AnimationValues = s.ReadM2Array(ms);
                ms.Position = m2AnimationValues.offset;
                for (int t = 0; t < m2AnimationValues.size; t++)
                {
                    Quaternion rawRotation = s.ReadQuaternion16(ms);
                    values.Add(new Quaternion(rawRotation.x, rawRotation.y, rawRotation.z, rawRotation.w));
                }
                rotations.values = values;
                bone_rotation_animations.Add(rotations);
            }

            // Scale //
            int numberOfScaleAnimations = scaleM22track[ab].Timestamps.size;
            if (numberOfAnimations < numberOfScaleAnimations)
            {
                numberOfAnimations = numberOfScaleAnimations;
            }
            for (int aS = 0; aS < numberOfScaleAnimations; aS++)
            {
                Animation_Vector3 scales = new Animation_Vector3();

                // Timestamps //
                List <int> timeStamps = new List <int>();
                ms.Position = scaleM22track[ab].Timestamps.offset + md20position;
                M2Array m2AnimationOffset = s.ReadM2Array(ms);
                ms.Position = m2AnimationOffset.offset;
                for (int t = 0; t < m2AnimationOffset.size; t++)
                {
                    timeStamps.Add(s.ReadLong(ms));
                }
                scales.timeStamps = timeStamps;

                // Values //
                List <Vector3> values = new List <Vector3>();
                ms.Position = scaleM22track[ab].Values.offset + md20position;
                M2Array m2AnimationValues = s.ReadM2Array(ms);
                ms.Position = m2AnimationValues.offset;
                for (int t = 0; t < m2AnimationValues.size; t++)
                {
                    Vector3 rawScale = new Vector3(s.ReadFloat(ms) / Settings.worldScale, s.ReadFloat(ms) / Settings.worldScale, s.ReadFloat(ms) / Settings.worldScale);
                    values.Add(new Vector3(-rawScale.x, rawScale.z, -rawScale.y));
                }
                scales.values = values;
                bone_scale_animations.Add(scales);
            }
            //Debug.Log(numberOfPositionAnimations + " " + numberOfRotationAnimations + " " + numberOfScaleAnimations);
            m2Data.position_animations.Add(bone_position_animations);
            m2Data.rotation_animations.Add(bone_rotation_animations);
            m2Data.scale_animations.Add(bone_scale_animations);
        }
        m2Data.numberOfAnimations = numberOfAnimations;

        // Bone Lookup Table //
        ms.Position = bone_lookup_table.offset + md20position;
        for (int blt = 0; blt < key_bone_lookup.size; blt++)
        {
            m2Data.bone_lookup_table.Add(s.ReadUint16(ms));
        }

        // Key-Bone Lookup //
        ms.Position = key_bone_lookup.offset + md20position;
        for (int kbl = 0; kbl < key_bone_lookup.size; kbl++)
        {
            m2Data.key_bone_lookup.Add(s.ReadShort(ms));
        }

        // Vertices //
        ms.Position     = vertices.offset + md20position;
        m2Data.meshData = new MeshData();
        for (int v = 0; v < vertices.size; v++)
        {
            Vector3 rawPosition = new Vector3(s.ReadFloat(ms) / Settings.worldScale, s.ReadFloat(ms) / Settings.worldScale, s.ReadFloat(ms) / Settings.worldScale);
            m2Data.meshData.pos.Add(new Vector3(-rawPosition.x, rawPosition.z, -rawPosition.y));
            m2Data.meshData.bone_weights.Add(new float[] { ms.ReadByte() / 255.0f, ms.ReadByte() / 255.0f, ms.ReadByte() / 255.0f, ms.ReadByte() / 255.0f });
            m2Data.meshData.bone_indices.Add(new int[] { ms.ReadByte(), ms.ReadByte(), ms.ReadByte(), ms.ReadByte() });
            //Debug.Log(m2Data.meshData.bone_indices[v][0] + " " + m2Data.meshData.bone_indices[v][1] + " " + m2Data.meshData.bone_indices[v][2] + " " + m2Data.meshData.bone_indices[v][3]);
            Vector3 rawnormal = new Vector3(s.ReadFloat(ms) * Settings.worldScale, s.ReadFloat(ms) * Settings.worldScale, s.ReadFloat(ms) * Settings.worldScale);
            m2Data.meshData.normal.Add(new Vector3(-rawnormal.x, rawnormal.z, -rawnormal.y));
            m2Data.meshData.tex_coords.Add(new Vector2(s.ReadFloat(ms), s.ReadFloat(ms)));
            m2Data.meshData.tex_coords2.Add(new Vector2(s.ReadFloat(ms), s.ReadFloat(ms)));
        }

        // Textures //
        ms.Position = textures.offset + md20position;
        for (int t = 0; t < textures.size; t++)
        {
            M2Texture m2Texture = new M2Texture();

            m2Texture.type  = s.ReadLong(ms);
            m2Texture.flags = s.ReadLong(ms);

            M2Array filename = s.ReadM2Array(ms);

            // seek to filename and read //
            long savePosition = ms.Position;
            ms.Position = filename.offset + md20position;
            string fileNameString = "";
            for (int n = 0; n < filename.size; n++)
            {
                fileNameString += Convert.ToChar(ms.ReadByte());
            }
            ms.Position = savePosition;

            string fileNameStringFix = fileNameString.TrimEnd(fileNameString[fileNameString.Length - 1]);
            m2Texture.filename = fileNameStringFix;

            Texture2Ddata texture2Ddata = new Texture2Ddata();

            if (fileNameStringFix.Length > 1)
            {
                if (!LoadedBLPs.Contains(fileNameStringFix))
                {
                    string  extractedPath = Casc.GetFile(fileNameStringFix);
                    Stream  stream        = File.Open(extractedPath, FileMode.Open);
                    BLP     blp           = new BLP();
                    byte[]  data          = blp.GetUncompressed(stream, true);
                    BLPinfo info          = blp.Info();
                    texture2Ddata.hasMipmaps    = info.hasMipmaps;
                    texture2Ddata.width         = info.width;
                    texture2Ddata.height        = info.height;
                    texture2Ddata.textureFormat = info.textureFormat;
                    texture2Ddata.TextureData   = data;
                    m2Texture.texture2Ddata     = texture2Ddata;
                    stream.Close();
                    stream.Dispose();
                    stream = null;
                    LoadedBLPs.Add(fileNameString);
                }
            }
            m2Data.m2Tex.Add(m2Texture);
        }

        // texture_lookup_table //
        ms.Position = texture_lookup_table.offset + md20position;
        for (int tl = 0; tl < texture_lookup_table.size; tl++)
        {
            m2Data.textureLookupTable.Add(s.ReadUint16(ms));
        }
    }