Beispiel #1
0
        /// <summary>
        /// Imports the specified Quake 1 Map Format file.
        /// </summary>
        /// <param name="path">The file path.</param>
        /// <returns>A <see cref="MapWorld"/> containing the imported world data.</returns>
        public MapWorld Import(string path)
        {
            // create a new world.
            MapWorld world = new MapWorld();

            world.mapName = Path.GetFileNameWithoutExtension(path);

            // open the file for reading. we use streams for additional performance.
            // it's faster than File.ReadAllLines() as that requires two iterations.
            using (FileStream stream = new FileStream(path, FileMode.Open, FileAccess.Read))
                using (StreamReader reader = new StreamReader(stream))
                {
                    // read all the lines from the file.
                    int       depth = 0;
                    string    line;
                    bool      justEnteredClosure = false;
                    bool      valveFormat        = false;
                    string    key;
                    object    value;
                    MapBrush  brush  = null;
                    MapEntity entity = null;
                    while (!reader.EndOfStream)
                    {
                        line = reader.ReadLine().Trim();

                        //UnityEngine.Debug.Log("Line = " + line);


                        if (line.Length == 0)
                        {
                            continue;
                        }

                        // skip comments.
                        if (line[0] == '/')
                        {
                            continue;
                        }

                        // parse closures and keep track of them.
                        if (line[0] == '{')
                        {
                            depth++; justEnteredClosure = true;
                            //UnityEngine.Debug.Log($"Entered Closure Depth = {depth}");
                            continue;
                        }
                        if (line[0] == '}')
                        {
                            depth--;
                            //UnityEngine.Debug.Log($"Exited Closure Depth = {depth}");
                            continue;
                        }

                        // parse entity.
                        if (depth == 1)
                        {
                            // create a new entity and add it to the world.
                            if (justEnteredClosure)
                            {
                                entity = new MapEntity();
                                world.Entities.Add(entity);
                            }

                            // parse entity properties.
                            if (TryParsekeyValue(line, out key, out value))
                            {
                                switch (key)
                                {
                                case "mapversion":
                                    var version = (int)value;
                                    if (version == 220)
                                    {
                                        valveFormat       = true;
                                        world.valveFormat = adjustTexturesForValve;
                                    }
                                    //UnityEngine.Debug.Log($"mapversion = {version}");
                                    break;

                                case "classname":
                                    entity.ClassName = (string)value;
                                    //UnityEngine.Debug.Log($"Classname = {entity.ClassName}");
                                    break;

                                case "_tb_type":
                                    entity.tbType = (string)value;
                                    break;

                                case "_tb_name":
                                    entity.tbName = (string)value;
                                    break;

                                case "_tb_id":
                                    entity.tbId = (int)value;
                                    break;

                                case "_tb_layer":
                                    entity.tbLayer = (int)value;
                                    break;

                                case "_tb_layer_sort_index":
                                    entity.tbLayerSortIndex = (int)value;
                                    break;

                                case "_tb_group":
                                    entity.tbGroup = (int)value;
                                    break;
                                }
                            }
                        }

                        // parse entity brush.
                        if (depth == 2)
                        {
                            // create a new brush and add it to the entity.
                            if (justEnteredClosure)
                            {
                                brush = new MapBrush();
                                entity.Brushes.Add(brush);
                            }

                            // parse brush sides.
                            MapBrushSide mapBrushSide;
                            if (TryParseBrushSide(line, out mapBrushSide, valveFormat))
                            {
                                brush.Sides.Add(mapBrushSide);
                            }
                        }

                        justEnteredClosure = false;
                    }
                }

            return(world);
        }
Beispiel #2
0
        /// <summary>
        /// Imports the specified world into the RealtimeCSG.
        /// </summary>
        /// <param name="rootTransform">Transform to be parent of RealtimeCSG brushes</param>
        /// <param name="world">The world to be imported.</param>
        public static void Import(Transform rootTransform, MapWorld world)
        {
            try
            {
                //model.BeginUpdate();

                // create a material searcher to associate materials automatically.
                MaterialSearcher materialSearcher = new MaterialSearcher();

                // group all the brushes together.
                //GroupBrush groupBrush = new GameObject("Quake 1 Map").AddComponent<GroupBrush>();
                //groupBrush.transform.SetParent(model.transform);

                var mapTransform = CreateGameObjectWithUniqueName(world.mapName, rootTransform);
                mapTransform.position = Vector3.zero;

                // Index of entities by trenchbroom id
                var entitiesById = new Dictionary <int, EntityContainer>();

                var layers = new List <EntityContainer>();

                for (int e = 0; e < world.Entities.Count; e++)
                {
                    var entity = world.Entities[e];

                    //EntityContainer eContainer = null;

                    if (entity.tbId >= 0)
                    {
                        var name       = String.IsNullOrEmpty(entity.tbName) ? "Unnamed" : entity.tbName;
                        var t          = CreateGameObjectWithUniqueName(name, mapTransform);
                        var eContainer = new EntityContainer(t, entity);
                        entitiesById.Add(entity.tbId, eContainer);

                        if (entity.tbType == "_tb_layer")
                        {
                            layers.Add(eContainer);
                            eContainer.transform.SetParent(null); // unparent until layers are sorted by sort index
                        }
                    }
                }

                var defaultLayer = CreateGameObjectWithUniqueName("Default Layer", mapTransform);

                //var worldSpawnModel = OperationsUtility.CreateModelInstanceInScene(defaultLayer);
                //worldSpawnModel.name = "WorldSpawn";
                //worldSpawnModel.transform.SetParent(mapTransform);

                layers = layers.OrderBy(l => l.entity.tbLayerSortIndex).ToList(); // sort layers by layer sort index

                foreach (var l in layers)
                {
                    l.transform.SetParent(mapTransform); // parent layers to map in order
                }

                bool valveFormat = world.valveFormat;

                // iterate through all entities.
                for (int e = 0; e < world.Entities.Count; e++)
                {
#if UNITY_EDITOR
                    UnityEditor.EditorUtility.DisplayProgressBar("Importing Quake 1 Map", "Converting Quake 1 Entities To Brushes (" + (e + 1) + " / " + world.Entities.Count + ")...", e / (float)world.Entities.Count);
#endif
                    MapEntity entity = world.Entities[e];

                    Transform brushParent = mapTransform;

                    bool isLayer   = false;
                    bool isTrigger = false;

                    if (entity.ClassName == "worldspawn")
                    {
                        brushParent = defaultLayer;
                    }
                    else if (entity.tbType == "_tb_layer")
                    {
                        isLayer = true;
                        if (entitiesById.TryGetValue(entity.tbId, out EntityContainer eContainer))
                        {
                            brushParent = eContainer.transform;
                        }
                    }
                    else if (entity.tbType == "_tb_group")
                    {
                        if (entitiesById.TryGetValue(entity.tbId, out EntityContainer eContainer))
                        {
                            brushParent = eContainer.transform;
                        }
                    }
                    else
                    {
                        if (entity.ClassName.Contains("trigger"))
                        {
                            isTrigger = true;
                        }

                        brushParent = CreateGameObjectWithUniqueName(entity.ClassName, mapTransform);
                    }

                    if (brushParent != mapTransform && brushParent != defaultLayer)
                    {
                        if (entity.tbGroup > 0)
                        {
                            if (entitiesById.TryGetValue(entity.tbGroup, out EntityContainer eContainer))
                            {
                                brushParent.SetParent(eContainer.transform);
                            }
                        }
                        else if (entity.tbLayer > 0)
                        {
                            if (entitiesById.TryGetValue(entity.tbLayer, out EntityContainer eContainer))
                            {
                                brushParent.SetParent(eContainer.transform);
                            }
                        }
                        else if (!isLayer)
                        {
                            brushParent.SetParent(defaultLayer);
                        }
                    }

                    if (entity.Brushes.Count == 0)
                    {
                        continue;
                    }


                    var model  = OperationsUtility.CreateModelInstanceInScene(brushParent);
                    var parent = model.transform;

                    if (isTrigger)
                    {
                        model.Settings = (model.Settings | ModelSettingsFlags.IsTrigger | ModelSettingsFlags.SetColliderConvex | ModelSettingsFlags.DoNotRender);
                    }

                    //GroupBrush entityGroup = new GameObject(entity.ClassName).AddComponent<GroupBrush>();
                    //entityGroup.transform.SetParent(groupBrush.transform);


                    // iterate through all entity solids.
                    for (int i = 0; i < entity.Brushes.Count; i++)
                    {
                        MapBrush brush = entity.Brushes[i];
#if UNITY_EDITOR
                        if (world.Entities[e].ClassName == "worldspawn")
                        {
                            UnityEditor.EditorUtility.DisplayProgressBar("RealtimeCSG: Importing Quake 1 Map", "Converting Quake 1 Brushes To RealtimeCSG Brushes (" + (i + 1) + " / " + entity.Brushes.Count + ")...", i / (float)entity.Brushes.Count);
                        }
#endif
                        // don't add triggers to the scene.
                        // Triggers will get placed in entity model now
                        //if (brush.Sides.Count > 0 && IsSpecialMaterial(brush.Sides[0].Material))
                        //    continue;


                        var name       = UnityEditor.GameObjectUtility.GetUniqueNameForSibling(parent, "Brush");
                        var gameObject = new GameObject(name);
                        var rcsgBrush  = gameObject.AddComponent <CSGBrush>();
                        var t          = gameObject.transform;

                        gameObject.transform.SetParent(parent, true);
                        gameObject.transform.position = new Vector3(0.5f, 0.5f, 0.5f); // this aligns it's vertices to the grid
                                                                                       //                                                               //BrushFactory.CreateCubeControlMesh(out brush.ControlMesh, out brush.Shape, Vector3.one);

                        var planes          = new Plane[brush.Sides.Count];
                        var textureMatrices = new Matrix4x4[brush.Sides.Count];
                        var materials       = new Material[brush.Sides.Count];


                        Debug.Log($"Brush sides {brush.Sides.Count}");

                        // Get planes for all sides of the brush
                        for (int j = 0; j < brush.Sides.Count; j++)
                        {
                            MapBrushSide side = brush.Sides[j];

                            var pa = t.transform.InverseTransformPoint(new Vector3(side.Plane.P1.X, side.Plane.P1.Z, side.Plane.P1.Y) / (float)s_Scale);
                            var pb = t.transform.InverseTransformPoint(new Vector3(side.Plane.P2.X, side.Plane.P2.Z, side.Plane.P2.Y) / (float)s_Scale);
                            var pc = t.transform.InverseTransformPoint(new Vector3(side.Plane.P3.X, side.Plane.P3.Z, side.Plane.P3.Y) / (float)s_Scale);

                            planes[j] = new Plane(pa, pb, pc);

                            if (IsExcludedMaterial(side.Material))
                            {
                                // polygon.UserExcludeFromFinal = true;
                            }
                            // detect collision-only brushes.
                            if (IsInvisibleMaterial(side.Material))
                            {
                                // pr.IsVisible = false;
                            }
                            // find the material in the unity project automatically.
                            //Material material;
                            // try finding the texture name with '*' replaced by '#' so '#teleport'.
                            string materialName = side.Material.Replace("*", "#");
                            materials[j] = materialSearcher.FindMaterial(new string[] { materialName });
                            if (materials[j] == null)
                            {
                                materials[j] = CSGSettings.DefaultMaterial;
                                // Debug.Log("RealtimeCSG: Tried to find material '" + materialName + "' but it couldn't be found in the project.");
                            }

                            if (valveFormat)
                            {
                                // calculate the texture coordinates.
                                int w = 256;
                                int h = 256;
                                if (materials[j].mainTexture != null)
                                {
                                    w = materials[j].mainTexture.width;
                                    h = materials[j].mainTexture.height;
                                }

                                var uAxis = new VmfAxis(side.t1, side.Offset.X, side.Scale.X);
                                var vAxis = new VmfAxis(side.t2, side.Offset.Y, side.Scale.Y);
                                textureMatrices[j] = CalculateTextureCoordinates(planes[j], w, h, uAxis, vAxis);
                            }
                        }

                        bool controlMeshSuccess = true;

                        if (valveFormat)
                        {
                            controlMeshSuccess = BrushFactory.CreateControlMeshFromPlanes(out rcsgBrush.ControlMesh, out rcsgBrush.Shape, planes, null, null, materials, textureMatrices, TextureMatrixSpace.WorldSpace);
                        }
                        else
                        {
                            controlMeshSuccess = BrushFactory.CreateControlMeshFromPlanes(out rcsgBrush.ControlMesh, out rcsgBrush.Shape, planes, null, null, materials);
                        }

                        if (controlMeshSuccess)
                        {
                            for (int j = 0; j < brush.Sides.Count; j++)
                            {
                                MapBrushSide side = brush.Sides[j];

                                // calculate the texture coordinates.
                                int w = 32;
                                int h = 32;
                                if (materials[j].mainTexture != null)
                                {
                                    w = materials[j].mainTexture.width;
                                    h = materials[j].mainTexture.height;
                                }

                                var tScale = new Vector2(
                                    SafeDivision((32.0f / w), side.Scale.X),
                                    SafeDivision((32.0f / h), side.Scale.Y));

                                if (valveFormat)
                                {
                                    // This shouldn't be needed due to setting texture matrix
                                    rcsgBrush.Shape.TexGens[j].Scale = tScale;

                                    rcsgBrush.Shape.TexGens[j].Translation.x = SafeDivision(side.Offset.X, w);
                                    rcsgBrush.Shape.TexGens[j].Translation.y = SafeDivision(-side.Offset.Y, h);

                                    //rcsgBrush.Shape.TexGens[j].RotationAngle += 180 + side.Rotation; // Textures often need to be flipped or rotated 180 to match
                                }
                                else
                                {
                                    rcsgBrush.Shape.TexGens[j].Scale = tScale;

                                    if (side.Offset.X != 0)
                                    {
                                        rcsgBrush.Shape.TexGens[j].Translation.x = side.Offset.X / Mathf.Max(w, float.Epsilon);
                                    }
                                    else
                                    {
                                        rcsgBrush.Shape.TexGens[j].Translation.x = 0;
                                    }

                                    if (side.Offset.Y != 0)
                                    {
                                        rcsgBrush.Shape.TexGens[j].Translation.y = side.Offset.Y / Mathf.Max(h, float.Epsilon);
                                    }
                                    else
                                    {
                                        rcsgBrush.Shape.TexGens[j].Translation.y = 0;
                                    }

                                    rcsgBrush.Shape.TexGens[j].RotationAngle = 180 + side.Rotation;
                                }
                            }
                        }
                        else
                        {
                            GameObject.DestroyImmediate(rcsgBrush.gameObject);
                        }
                    }
                }
            }
            catch (Exception)
            {
                throw;
            }
            finally
            {
                InternalCSGModelManager.CheckForChanges();
                InternalCSGModelManager.UpdateMeshes();
                //model.EndUpdate();
            }

#if UNITY_EDITOR
            UnityEditor.EditorUtility.ClearProgressBar();
#endif
        }