public void WriteToObj(LeagueMap map, Stream outputStream, VertexType type)
        {
            using (StreamWriter writer = new StreamWriter(outputStream)) {
                // Write out some meta data as comments
                writer.WriteLine(@"// This file was auto generated from a League of Legends .nvr file by liblolmap, which is part of The Dargon Project");
                writer.WriteLine();

                var vertexOffsets = 0;
                foreach (var mesh in map.meshes)
                {
                    var meshData = type == VertexType.COMPLEX ? mesh.complexMesh : mesh.simpleMesh;

                    var vertexBuffer = map.vertexBuffers[meshData.vertexBufferIndex];
                    for (var i = meshData.vertexBufferOffset; i < meshData.vertexBufferOffset + meshData.vertexCount; ++i)
                    {
                        if (type == VertexType.COMPLEX)
                        {
                            writer.WriteComplexVertex((ComplexVertex)vertexBuffer[i]);
                        }
                        else
                        {
                            writer.WriteSimpleVertex((SimpleVertex)vertexBuffer[i]);
                        }
                    }

                    var indexBuffer  = map.indexBuffers[meshData.indexBufferIndex];
                    var vertexOffset = meshData.vertexBufferOffset;

                    for (var i = meshData.indexBufferOffset; i < meshData.indexBufferOffset + meshData.indexCount; i += 3)
                    {
                        var index1 = indexBuffer[i] - vertexOffset + vertexOffsets + 1;
                        var index2 = indexBuffer[i + 1] - vertexOffset + vertexOffsets + 1;
                        var index3 = indexBuffer[i + 2] - vertexOffset + vertexOffsets + 1;

                        writer.WriteLine("f " + index1 + "/" + index1 + "/" + index1 +
                                         " " + index2 + "/" + index2 + "/" + index2 +
                                         " " + index3 + "/" + index3 + "/" + index3);
                    }

                    vertexOffsets += meshData.vertexCount;
                }
            }
        }
Exemple #2
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        public LeagueMap LoadFromNVR(IFileSystem system, IFileSystemHandle mapFolderHandle)
        {
            // Find the .nvr file
            IFileSystemHandle nvrFileHandle;

            if (system.AllocateRelativeHandleFromPath(mapFolderHandle, @"Scene/room.nvr", out nvrFileHandle) != IoResult.Success)
            {
                throw new FileNotFoundException();
            }

            // Read the file and put it into a stream for easy processing
            byte[] nvrFileRawData;
            if (system.ReadAllBytes(nvrFileHandle, out nvrFileRawData) != IoResult.Success)
            {
                throw new FileLoadException();
            }

            using (var ms = new MemoryStream(nvrFileRawData)) {
                using (var reader = new BinaryReader(ms)) {
                    var leagueMap = new LeagueMap();

                    // Check magic
                    var magic = reader.ReadBytes(4);
                    if (!magic.SequenceEqual(fileMagic))
                    {
                        throw new Exception("NVR file magic number is not correct");
                    }

                    // Read meta data
                    leagueMap.majorVersion = reader.ReadUInt16();
                    leagueMap.minorVersion = reader.ReadUInt16();
                    var materialCount     = reader.ReadInt32();
                    var vertexBufferCount = reader.ReadInt32();
                    var indexBufferCount  = reader.ReadInt32();
                    var meshCount         = reader.ReadInt32();
                    var aabbCount         = reader.ReadInt32();

                    // Read materials
                    leagueMap.materials = Util.Generate(materialCount, i => reader.ReadMaterial());

                    // Read vertex buffers raw data
                    var vertexBuffers = Util.Generate(vertexBufferCount, i => reader.ReadVertexBufferRawData());

                    // Read index buffers
                    leagueMap.indexBuffers = Util.Generate(indexBufferCount, i => reader.ReadIndexBuffer());

                    // Read meshes
                    leagueMap.meshes = Util.Generate(meshCount, i => reader.ReadMesh());

                    // Classify the vertex buffers
                    var vertexBufferTypes = new VertexType[vertexBufferCount];
                    foreach (var mesh in leagueMap.meshes)
                    {
                        vertexBufferTypes[mesh.simpleMesh.vertexBufferIndex]  = VertexType.SIMPLE;
                        vertexBufferTypes[mesh.complexMesh.vertexBufferIndex] = VertexType.COMPLEX;
                    }

                    // Parse the vertexBuffers
                    leagueMap.vertexBuffers = Util.Generate(vertexBufferCount, i => ReadVertexBuffer(vertexBuffers[i], vertexBufferTypes[i]));

                    // Read AABB data
                    leagueMap.AABBs = new AABB[aabbCount];
                    for (var i = 0; i < aabbCount; ++i)
                    {
                        leagueMap.AABBs[i] = reader.ReadAABB();

                        var unknown1 = reader.ReadSingle();
                        var unknown2 = reader.ReadSingle();
                        var unknown3 = reader.ReadSingle();
                    }

                    return(leagueMap);
                }
            }
        }