Esempio n. 1
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        private Geometry(RenderWareStream.Geometry geom, Mesh mesh, TextureDictionary[] textureDictionaries)
        {
            Mesh = mesh;

            if (geom.Skinning != null) {
                Mesh.boneWeights = Types.Convert(geom.Skinning.VertexBoneIndices, geom.Skinning.VertexBoneWeights);
                SkinToBoneMatrices = Types.Convert(geom.Skinning.SkinToBoneMatrices);
            }

            _geom = geom;
            _textureDictionaries = textureDictionaries;
            _materials = new Dictionary<MaterialFlags, UnityEngine.Material[]>();
        }
        private TextureDictionary(RenderWareStream.TextureDictionary txd)
        {
            _diffuse = new Dictionary<string, Texture>(StringComparer.InvariantCultureIgnoreCase);
            _alpha = new Dictionary<string, Texture>(StringComparer.InvariantCultureIgnoreCase);

            foreach (var native in txd.Textures) {
                var tex = new Texture(native);

                if (tex.IsDiffuse) {
                    _diffuse.Add(tex.DiffuseName, tex);
                }

                if (tex.IsAlpha) {
                    if (_alpha.ContainsKey(tex.AlphaName)) {
                        Debug.LogWarningFormat("Tried to re-add {0} (diffuse {1} vs {2})",
                            tex.AlphaName, tex.DiffuseName, _alpha[tex.AlphaName].DiffuseName);
                        continue;
                    }

                    _alpha.Add(tex.AlphaName, tex);
                }
            }
        }
Esempio n. 3
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            public GeometryFrame(RenderWareStream.Frame src, RenderWareStream.Atomic atomic)
            {
                Source = src;

                Name = src.Name != null ? src.Name.Value : DefaultName;
                ParentIndex = src.ParentIndex;
                GeometryIndex = atomic == null ? -1 : (int)atomic.GeometryIndex;

                Position = Types.Convert(src.Position);
                Rotation = UnityEngine.Quaternion.LookRotation(Types.Convert(src.MatrixForward), Types.Convert(src.MatrixUp));
            }
Esempio n. 4
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        private static GeometryFrame Convert(RenderWareStream.Frame src, IEnumerable<Atomic> atomics)
        {
            var atomic = atomics.FirstOrDefault(x => x.FrameIndex == src.Index);

            return new GeometryFrame(src, atomic);
        }
Esempio n. 5
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        private static Mesh Convert(RenderWareStream.Geometry src)
        {
            var mesh = new Mesh();

            // ReSharper disable ConvertClosureToMethodGroup
            mesh.vertices = src.Vertices.Select(x => Types.Convert(x)).ToArray();

            if (src.Normals != null) {
                mesh.normals = src.Normals.Select(x => Types.Convert(x)).ToArray();
            }

            if (src.Colours != null) {
                mesh.colors32 = src.Colours.Select(x => Types.Convert(x)).ToArray();
            }

            if (src.TexCoords != null && src.TexCoords.Length > 0) {
                mesh.uv = src.TexCoords[0].Select(x => Types.Convert(x)).ToArray();
            }
            // ReSharper restore ConvertClosureToMethodGroup

            if (src.Normals == null) {
                mesh.normals = CalculateNormals(src, mesh.vertices);
            }

            mesh.subMeshCount = src.MaterialSplits.Length;

            var isTriangleStrip = (src.Flags & GeometryFlag.TriangleStrips) == GeometryFlag.TriangleStrips;

            var subMesh = 0;
            foreach (var split in src.MaterialSplits) {
                var indices = isTriangleStrip
                    ? FromTriangleStrip(split.FaceIndices)
                    : split.FaceIndices;
                mesh.SetIndices(indices, MeshTopology.Triangles, subMesh++);
            }

            mesh.RecalculateBounds();

            return mesh;
        }
Esempio n. 6
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        private static UnityEngine.Material Convert(RenderWareStream.Material src, TextureDictionary[] txds, MaterialFlags flags)
        {
            LoadedTexture diffuse;
            LoadedTexture mask = null;

            var overrideAlpha = (flags & MaterialFlags.OverrideAlpha) == MaterialFlags.OverrideAlpha;
            var vehicle = (flags & MaterialFlags.Vehicle) == MaterialFlags.Vehicle;

            if (!overrideAlpha && src.Colour.A != 255) {
                flags |= MaterialFlags.Alpha;
            }

            if (src.TextureCount > 0) {
                var tex = src.Textures[0];
                diffuse = txds.GetDiffuse(tex.TextureName);

                if (src.TextureCount > 1) {
                    Debug.LogFormat("Something has {0} textures!", src.TextureCount);
                }

                if (diffuse == null) {
                    Debug.LogWarningFormat("Unable to find texture {0}", tex.TextureName);
                }

                if (!string.IsNullOrEmpty(tex.MaskName)) {
                    mask = txds.GetAlpha(tex.MaskName) ?? diffuse;
                } else if (vehicle) {
                    mask = diffuse;
                }

                if (!overrideAlpha && mask != null && mask.HasAlpha) {
                    flags |= MaterialFlags.Alpha;
                }
            } else {
                diffuse = WhiteTex;
            }

            var shader = GetShader(flags);
            var mat = new UnityEngine.Material(shader);

            var clr = Types.Convert(src.Colour);

            if (vehicle) {
                var found = false;
                for (var i = 1; i < _sKeyColors.Length; ++i) {
                    var key = _sKeyColors[i];
                    if (key.r != clr.r || key.g != clr.g || key.b != clr.b) continue;
                    mat.SetInt(CarColorIndexId, i);
                    found = true;
                    break;
                }

                if (found) {
                    mat.color = Color.white;
                } else {
                    mat.color = clr;
                }
            } else {
                mat.color = clr;
            }

            if (diffuse != null) mat.SetTexture(MainTexId, diffuse.Texture);
            if (mask != null) mat.SetTexture(MaskTexId, mask.Texture);

            mat.SetFloat(MetallicId, src.Specular);
            mat.SetFloat(SmoothnessId, src.Smoothness);

            return mat;
        }
Esempio n. 7
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        private static UnityEngine.Vector3[] CalculateNormals(RenderWareStream.Geometry src, UnityEngine.Vector3[] verts)
        {
            var norms = new UnityEngine.Vector3[src.VertexCount];

            for (var i = 0; i < src.FaceCount; ++i) {
                var face = src.Faces[i];

                var a = verts[face.Vertex0];
                var b = verts[face.Vertex1];
                var c = verts[face.Vertex2];

                var v = b - a;
                var w = c - b;

                var norm = new UnityEngine.Vector3(
                    v.y * w.z - v.z * w.y,
                    v.z * w.x - v.x * w.z,
                    v.x * w.y - v.y * w.x).normalized;

                norms[face.Vertex0] -= norm;
                norms[face.Vertex1] -= norm;
                norms[face.Vertex2] -= norm;
            }

            for (var i = 0; i < src.VertexCount; ++i) {
                if (norms[i].sqrMagnitude <= 0f) {
                    norms[i] = UnityEngine.Vector3.up;
                } else {
                    norms[i] = norms[i].normalized;
                }
            }

            return norms;
        }