Exemple #1
0
        /// <summary>
        /// Imports the specified world into the SabreCSG model.
        /// </summary>
        /// <param name="model">The model to import into.</param>
        /// <param name="world">The world to be imported.</param>
        /// <param name="scale">The scale modifier.</param>
        public static void Import(Transform rootTransform, MapWorld world)
        {
            _conversionScale = 1.0f / _Scale;

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

            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);

            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.)

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

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

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

                // iterate through all entity brushes.
                for (int i = 0; i < entity.Brushes.Count; i++)
                {
                    MapBrush brush = entity.Brushes[i];


                    // build a very large cube brush.
                    ChiselBrush go = ChiselComponentFactory.Create <ChiselBrush>(model);
                    go.definition.surfaceDefinition = new ChiselSurfaceDefinition();
                    go.definition.surfaceDefinition.EnsureSize(6);
                    BrushMesh brushMesh = new BrushMesh();
                    go.definition.brushOutline = brushMesh;
                    BrushMeshFactory.CreateBox(ref brushMesh, new Vector3(-4096, -4096, -4096), new Vector3(4096, 4096, 4096), in go.definition.surfaceDefinition);

                    // prepare for uv calculations of clip planes after cutting.
                    var planes        = new float4[brush.Sides.Count];
                    var planeSurfaces = new ChiselSurface[brush.Sides.Count];

                    // compute all the sides of the brush that will be clipped.
                    for (int j = brush.Sides.Count; j-- > 0;)
                    {
                        MapBrushSide side = brush.Sides[j];

                        // detect excluded polygons.
                        //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;

                        string materialName = side.Material.Replace("*", "#");
                        material = materialSearcher.FindMaterial(new string[] { materialName });
                        if (material == null)
                        {
                            material = ChiselMaterialManager.DefaultFloorMaterial;
                        }

                        // create chisel surface for the clip.
                        ChiselSurface surface = new ChiselSurface();
                        surface.brushMaterial      = ChiselBrushMaterial.CreateInstance(material, ChiselMaterialManager.DefaultPhysicsMaterial);
                        surface.surfaceDescription = SurfaceDescription.Default;

                        // detect collision-only polygons.
                        if (IsInvisibleMaterial(side.Material))
                        {
                            surface.brushMaterial.LayerUsage &= ~LayerUsageFlags.RenderReceiveCastShadows;
                        }
                        // detect excluded polygons.
                        if (IsExcludedMaterial(side.Material))
                        {
                            surface.brushMaterial.LayerUsage &= LayerUsageFlags.CastShadows;
                            surface.brushMaterial.LayerUsage |= LayerUsageFlags.Collidable;
                        }

                        // calculate the clipping planes.
                        Plane clip = new Plane(go.transform.InverseTransformPoint(new Vector3(side.Plane.P1.X, side.Plane.P1.Z, side.Plane.P1.Y) * _conversionScale), go.transform.InverseTransformPoint(new Vector3(side.Plane.P2.X, side.Plane.P2.Z, side.Plane.P2.Y) * _conversionScale), go.transform.InverseTransformPoint(new Vector3(side.Plane.P3.X, side.Plane.P3.Z, side.Plane.P3.Y) * _conversionScale));
                        planes[j]        = new float4(clip.normal, clip.distance);
                        planeSurfaces[j] = surface;
                    }

                    // cut all the clipping planes out of the brush in one go.
                    brushMesh.Cut(planes, planeSurfaces);

                    // now iterate over the planes to calculate UV coordinates.
                    int[] indices = new int[brush.Sides.Count];
                    for (int k = 0; k < planes.Length; k++)
                    {
                        var   plane           = planes[k];
                        int   closestIndex    = 0;
                        float closestDistance = math.lengthsq(plane - brushMesh.planes[0]);
                        for (int j = 1; j < brushMesh.planes.Length; j++)
                        {
                            float testDistance = math.lengthsq(plane - brushMesh.planes[j]);
                            if (testDistance < closestDistance)
                            {
                                closestIndex    = j;
                                closestDistance = testDistance;
                            }
                        }
                        indices[k] = closestIndex;
                    }

                    for (int j = 0; j < indices.Length; j++)
                    {
                        brushMesh.planes[indices[j]] = planes[j];
                    }

                    for (int j = brush.Sides.Count; j-- > 0;)
                    {
                        MapBrushSide side = brush.Sides[j];

                        var surface  = brushMesh.polygons[indices[j]].surface;
                        var material = surface.brushMaterial.RenderMaterial;

                        // calculate the texture coordinates.
                        int w = 256;
                        int h = 256;
                        if (material.mainTexture != null)
                        {
                            w = material.mainTexture.width;
                            h = material.mainTexture.height;
                        }
                        var clip = new Plane(planes[j].xyz, planes[j].w);

                        if (world.valveFormat)
                        {
                            var uAxis = new VmfAxis(side.t1, side.Offset.X, side.Scale.X);
                            var vAxis = new VmfAxis(side.t2, side.Offset.Y, side.Scale.Y);
                            CalculateTextureCoordinates(go, surface, clip, w, h, uAxis, vAxis);
                        }
                        else
                        {
                            if (GetTextureAxises(clip, out MapVector3 t1, out MapVector3 t2))
                            {
                                var uAxis = new VmfAxis(t1, side.Offset.X, side.Scale.X);
                                var vAxis = new VmfAxis(t2, side.Offset.Y, side.Scale.Y);
                                CalculateTextureCoordinates(go, surface, clip, w, h, uAxis, vAxis);
                            }
                        }
                    }

                    try
                    {
                        // finalize the brush by snapping planes and centering the pivot point.
                        go.transform.position += brushMesh.CenterAndSnapPlanes();
                    }
                    catch
                    {
                        // Brush failed, destroy brush
                        GameObject.DestroyImmediate(go);
                    }
                }
            }

#if UNITY_EDITOR
            UnityEditor.EditorUtility.ClearProgressBar();
#endif
        }
        /// <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;
                                        world.valveFormat = true;
                                    }
                                    //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);
        }