Beispiel #1
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        ////////////////////////////
        ////// MCNK Subchunks //////
        ////////////////////////////

        public void ReadMCVT(BinaryReader reader, ADTRootData.MeshChunkData chunkData)
        {
            for (int v = 1; v <= 145; v++)
            {
                chunkData.VertexHeights.Add(reader.ReadSingle());
            }
        }
Beispiel #2
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        public void ReadMCDD(BinaryReader ADTstream, ADTRootData.MeshChunkData chunkData, uint MCDDsize) // there seems to be a high-res (?) mode which is not taken into account
                                                                                                         // in live clients (32 bytes instead of 8) (?). if inlined to MCNK is low-res.
        {
            //Debug.Log(MCDD + "found " + MCDDsize + " ----------I have info to parse it now");

            // skip for now
            ADTstream.BaseStream.Seek(MCDDsize, SeekOrigin.Current);
        }
Beispiel #3
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        }   // normals

        public void ReadMCSE(BinaryReader ADTstream, ADTRootData.MeshChunkData chunkData, uint MCSEsize)
        {
            if (MCSEsize != 0)
            {
                Debug.Log("MCSE found " + MCSEsize + " ----------I have info to parse it now");
                ADTstream.BaseStream.Seek(MCSEsize, SeekOrigin.Current); // skip for now
            }
        }
Beispiel #4
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        } // vertex shading

        public void FillMCCV(ADTRootData.MeshChunkData chunkData)
        {
            chunkData.VertexColors = new Color32[145];
            for (int col = 0; col < 145; col++)
            {
                Color32 colorBGRA = new Color32(127, 127, 127, 127);
                chunkData.VertexColors[col] = colorBGRA;
            }
        } // fill vertex shading with 127
Beispiel #5
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 public void ReadMCLV(BinaryReader reader, ADTRootData.MeshChunkData chunkData)
 {
     for (int v = 1; v <= 145; v++)
     {
         byte[] ARGB = new byte[4];
         for (int b = 0; b < 4; b++)
         {
             ARGB[b] = reader.ReadByte();
         }
         chunkData.VertexLighting.Add(ARGB);
     }
     // Alpha is ignored.
     // In contrast to MCCV does not only color but also lightens up the vertices.
     // Result of baking level-designer placed omni lights. With WoD, they added the actual lights to do live lighting.
 }   // chunk lighting
Beispiel #6
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        }   // chunk lighting

        public void ReadMCCV(BinaryReader reader, ADTRootData.MeshChunkData chunkData)
        {
            chunkData.VertexColors = new Color32[145];

            List <int> vertcolors = new List <int>();

            for (int col = 0; col < 145; col++)
            {
                int channelR = reader.ReadByte();
                vertcolors.Add(channelR);
                int channelG = reader.ReadByte();
                vertcolors.Add(channelG);
                int channelB = reader.ReadByte();
                vertcolors.Add(channelB);
                int channelA = reader.ReadByte();
                vertcolors.Add(channelA);

                Color32 colorsRGBA = new Color32((byte)channelR, (byte)channelG, (byte)channelB, (byte)channelA);
                Color32 colorBGRA  = new Color32(colorsRGBA.b, colorsRGBA.g, colorsRGBA.r, colorsRGBA.a);
                chunkData.VertexColors[col] = colorBGRA;
            }
        } // vertex shading
Beispiel #7
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        } // fill vertex shading with 127

        public void ReadMCNR(BinaryReader reader, ADTRootData.MeshChunkData chunkData)
        {
            chunkData.VertexNormals = new Vector3[145];
            for (int n = 0; n < 145; n++)
            {
                Vector3 normsRaw = new Vector3(reader.ReadByte(), reader.ReadByte(), reader.ReadByte());

                var calcX = reader.NormalizeValue(normsRaw.x); if (calcX <= 0)
                {
                    calcX = 1 + calcX;
                }
                else if (calcX > 0)
                {
                    calcX = (1 - calcX) * (-1);
                }
                var calcY = reader.NormalizeValue(normsRaw.y); if (calcY <= 0)
                {
                    calcY = 1 + calcY;
                }
                else if (calcY > 0)
                {
                    calcY = (1 - calcY) * (-1);
                }
                var calcZ = reader.NormalizeValue(normsRaw.z); if (calcZ <= 0)
                {
                    calcZ = 1 + calcZ;
                }
                else if (calcZ > 0)
                {
                    calcZ = (1 - calcZ) * (-1);
                }

                chunkData.VertexNormals[n] = new Vector3(calcX, calcZ, calcY);
            }
            // skip unused 13 byte padding //
            reader.BaseStream.Seek(13, SeekOrigin.Current);
        }   // normals
Beispiel #8
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        public void ReadMCNK(BinaryReader reader, int MCNKchunkNumber, uint MCNKsize)
        {
            Flags f = new Flags();

            ADTRootData.MeshChunkData chunkData = new ADTRootData.MeshChunkData();
            long MCNKchnkPos = reader.BaseStream.Position;

            // <Header> - 128 bytes
            chunkData.flags = f.ReadMCNKflags(reader);

            chunkData.IndexX  = reader.ReadUInt32();
            chunkData.IndexY  = reader.ReadUInt32();
            chunkData.nLayers = reader.ReadUInt32();                                    // maximum 4
            uint nDoodadRefs = reader.ReadUInt32();

            chunkData.holes_high_res = reader.ReadUInt64();                             // only used with flags.high_res_holes
            uint ofsLayer    = reader.ReadUInt32();
            uint ofsRefs     = reader.ReadUInt32();
            uint ofsAlpha    = reader.ReadUInt32();
            uint sizeAlpha   = reader.ReadUInt32();
            uint ofsShadow   = reader.ReadUInt32();                                     // only with flags.has_mcsh
            uint sizeShadow  = reader.ReadUInt32();
            uint areaid      = reader.ReadUInt32();                                     // in alpha: both zone id and sub zone id, as uint16s.
            uint nMapObjRefs = reader.ReadUInt32();

            chunkData.holes_low_res = reader.ReadUInt16();
            ushort unknown_but_used = reader.ReadUInt16();                              // in alpha: padding

            byte[] ReallyLowQualityTextureingMap = new byte[16];                        // uint2_t[8][8] "predTex", It is used to determine which detail doodads to show. Values are an array of two bit
            for (int b = 0; b < 16; b++)
            {
                ReallyLowQualityTextureingMap[b] = reader.ReadByte();
            }
            // unsigned integers, naming the layer.
            ulong noEffectDoodad = reader.ReadUInt64();                                 // WoD: may be an explicit MCDD chunk
            int   ofsSndEmitters = reader.ReadInt32();
            int   nSndEmitters   = reader.ReadInt32();                                  // will be set to 0 in the client if ofsSndEmitters doesn't point to MCSE!
            int   ofsLiquid      = reader.ReadInt32();
            int   sizeLiquid     = reader.ReadInt32();                                  // 8 when not used; only read if >8.

            // in alpha, remainder is padding but unused.
            chunkData.MeshPosition = new Vector3(reader.ReadSingle(), reader.ReadSingle(), reader.ReadSingle());
            int ofsMCCV = reader.ReadInt32();                                           // only with flags.has_mccv, had uint32_t textureId; in ObscuR's structure.
            int ofsMCLV = reader.ReadInt32();                                           // introduced in Cataclysm
            int unused  = reader.ReadInt32();                                           // currently unused

            // </header>

            if (!chunkData.flags.has_mccv)
            {
                FillMCCV(chunkData);                                                    // fill vertex shading with 127...
            }
            long streamPosition = reader.BaseStream.Position;

            while (streamPosition < MCNKchnkPos + MCNKsize)
            {
                reader.BaseStream.Position = streamPosition;
                ADTChunkId chunkId   = (ADTChunkId)reader.ReadInt32();
                uint       chunkSize = reader.ReadUInt32();
                streamPosition = reader.BaseStream.Position + chunkSize;
                switch (chunkId)
                {
                case ADTChunkId.MCVT:
                    ReadMCVT(reader, chunkData);     // vertex heights
                    break;

                case ADTChunkId.MCLV:
                    ReadMCLV(reader, chunkData);     // chunk lighting
                    break;

                case ADTChunkId.MCCV:
                    ReadMCCV(reader, chunkData);     // vertex shading
                    break;

                case ADTChunkId.MCNR:
                    ReadMCNR(reader, chunkData);     // normals
                    break;

                case ADTChunkId.MCSE:
                    ReadMCSE(reader, chunkData, chunkSize);     // sound emitters
                    break;

                case ADTChunkId.MCBB:
                    ReadMCBB(reader, chunkData, chunkSize);
                    break;

                case ADTChunkId.MCDD:
                    ReadMCDD(reader, chunkData, chunkSize);
                    break;

                default:
                    SkipUnknownChunk(reader, chunkId, chunkSize);
                    break;
                }
            }
            ADTRootData.meshBlockData.meshChunksData.Add(chunkData);
        }
Beispiel #9
0
 public void ReadMCBB(BinaryReader ADTstream, ADTRootData.MeshChunkData chunkData, uint MCBBsize) // blend batches. max 256 per MCNK
 {
     //Debug.Log(MCBB + "found " + MCBBsize + " ----------I have info to parse it now");
     // skip for now
     ADTstream.BaseStream.Seek(MCBBsize, SeekOrigin.Current);
 }