/// <summary> /// Creates terrain representing a LAND record. /// </summary> private IEnumerator InstantiateLANDCoroutine(LANDRecord LAND, GameObject parent) { Debug.Assert(LAND != null); // Don't create anything if the LAND doesn't have height data. if (LAND.VHGT == null) { yield break; } // Return before doing any work to provide an IEnumerator handle to the coroutine. yield return(null); const int LAND_SIDE_LENGTH_IN_SAMPLES = 65; var heights = new float[LAND_SIDE_LENGTH_IN_SAMPLES, LAND_SIDE_LENGTH_IN_SAMPLES]; // Read in the heights in Morrowind units. const int VHGTIncrementToMWUnits = 8; float rowOffset = LAND.VHGT.referenceHeight; for (int y = 0; y < LAND_SIDE_LENGTH_IN_SAMPLES; y++) { rowOffset += LAND.VHGT.heightOffsets[y * LAND_SIDE_LENGTH_IN_SAMPLES]; heights[y, 0] = VHGTIncrementToMWUnits * rowOffset; float colOffset = rowOffset; for (int x = 1; x < LAND_SIDE_LENGTH_IN_SAMPLES; x++) { colOffset += LAND.VHGT.heightOffsets[(y * LAND_SIDE_LENGTH_IN_SAMPLES) + x]; heights[y, x] = VHGTIncrementToMWUnits * colOffset; } } // Change the heights to percentages. float minHeight, maxHeight; ArrayUtils.GetExtrema(heights, out minHeight, out maxHeight); for (int y = 0; y < LAND_SIDE_LENGTH_IN_SAMPLES; y++) { for (int x = 0; x < LAND_SIDE_LENGTH_IN_SAMPLES; x++) { heights[y, x] = Utils.ChangeRange(heights[y, x], minHeight, maxHeight, 0, 1); } } // Texture the terrain. SplatPrototype[] splatPrototypes = null; float[,,] alphaMap = null; const int LAND_TEXTURE_INDICES_COUNT = 256; var textureIndices = (LAND.VTEX != null) ? LAND.VTEX.textureIndices : new ushort[LAND_TEXTURE_INDICES_COUNT]; // Create splat prototypes. var splatPrototypeList = new List <SplatPrototype>(); var texInd2splatInd = new Dictionary <ushort, int>(); for (int i = 0; i < textureIndices.Length; i++) { short textureIndex = (short)((short)textureIndices[i] - 1); if (!texInd2splatInd.ContainsKey((ushort)textureIndex)) { // Load terrain texture. string textureFilePath; if (textureIndex < 0) { textureFilePath = defaultLandTextureFilePath; } else { var LTEX = dataReader.FindLTEXRecord(textureIndex); textureFilePath = LTEX.DATA.value; } var texture = textureManager.LoadTexture(textureFilePath); // Yield after loading each texture to avoid doing too much work on one frame. yield return(null); // Create the splat prototype. var splat = new SplatPrototype(); splat.texture = texture; splat.smoothness = 0; splat.metallic = 0; splat.tileSize = new Vector2(6, 6); // Update collections. var splatIndex = splatPrototypeList.Count; splatPrototypeList.Add(splat); texInd2splatInd.Add((ushort)textureIndex, splatIndex); } } splatPrototypes = splatPrototypeList.ToArray(); // Create the alpha map. int VTEX_ROWS = 16; int VTEX_COLUMNS = VTEX_ROWS; alphaMap = new float[VTEX_ROWS, VTEX_COLUMNS, splatPrototypes.Length]; for (int y = 0; y < VTEX_ROWS; y++) { var yMajor = y / 4; var yMinor = y - (yMajor * 4); for (int x = 0; x < VTEX_COLUMNS; x++) { var xMajor = x / 4; var xMinor = x - (xMajor * 4); var texIndex = (short)((short)textureIndices[(yMajor * 64) + (xMajor * 16) + (yMinor * 4) + xMinor] - 1); if (texIndex >= 0) { var splatIndex = texInd2splatInd[(ushort)texIndex]; alphaMap[y, x, splatIndex] = 1; } else { alphaMap[y, x, 0] = 1; } } } // Yield before creating the terrain GameObject because it takes a while. yield return(null); // Create the terrain. var heightRange = maxHeight - minHeight; var terrainPosition = new Vector3(Convert.exteriorCellSideLengthInMeters * LAND.gridCoords.x, minHeight / Convert.meterInMWUnits, Convert.exteriorCellSideLengthInMeters * LAND.gridCoords.y); var heightSampleDistance = Convert.exteriorCellSideLengthInMeters / (LAND_SIDE_LENGTH_IN_SAMPLES - 1); var terrain = GameObjectUtils.CreateTerrain(heights, heightRange / Convert.meterInMWUnits, heightSampleDistance, splatPrototypes, alphaMap, terrainPosition); terrain.GetComponent <Terrain>().materialType = Terrain.MaterialType.BuiltInLegacyDiffuse; terrain.transform.parent = parent.transform; }
/// <summary> /// Creates terrain representing a LAND record. /// </summary> IEnumerator InstantiateLANDCoroutine(LANDRecord land, GameObject parent) { Debug.Assert(land != null); // Don't create anything if the LAND doesn't have height data. if (land.VHGT.HeightData == null) { yield break; } // Return before doing any work to provide an IEnumerator handle to the coroutine. yield return(null); const int LAND_SIDELENGTH_IN_SAMPLES = 65; var heights = new float[LAND_SIDELENGTH_IN_SAMPLES, LAND_SIDELENGTH_IN_SAMPLES]; // Read in the heights in Morrowind units. const int VHGTIncrementToUnits = 8; var rowOffset = land.VHGT.ReferenceHeight; for (var y = 0; y < LAND_SIDELENGTH_IN_SAMPLES; y++) { rowOffset += land.VHGT.HeightData[y * LAND_SIDELENGTH_IN_SAMPLES]; heights[y, 0] = rowOffset * VHGTIncrementToUnits; var colOffset = rowOffset; for (var x = 1; x < LAND_SIDELENGTH_IN_SAMPLES; x++) { colOffset += land.VHGT.HeightData[(y * LAND_SIDELENGTH_IN_SAMPLES) + x]; heights[y, x] = colOffset * VHGTIncrementToUnits; } } // Change the heights to percentages. heights.GetExtrema(out var minHeight, out var maxHeight); for (var y = 0; y < LAND_SIDELENGTH_IN_SAMPLES; y++) { for (var x = 0; x < LAND_SIDELENGTH_IN_SAMPLES; x++) { heights[y, x] = Utils.ChangeRange(heights[y, x], minHeight, maxHeight, 0, 1); } } // Texture the terrain. SplatPrototype[] splatPrototypes = null; const int LAND_TEXTUREINDICES = 256; var textureIndices = land.VTEX != null ? land.VTEX.Value.TextureIndicesT3 : new ushort[LAND_TEXTUREINDICES]; // Create splat prototypes. var splatPrototypeList = new List <SplatPrototype>(); var texInd2SplatInd = new Dictionary <ushort, int>(); for (var i = 0; i < textureIndices.Length; i++) { var textureIndex = (int)(textureIndices[i] - 1); if (!texInd2SplatInd.ContainsKey((ushort)textureIndex)) { // Load terrain texture. string textureFilePath; if (textureIndex < 0) { textureFilePath = _defaultLandTextureFilePath; } else { var LTEX = _data.FindLTEXRecord(textureIndex); textureFilePath = LTEX.ICON.Value; } var texture = _asset.LoadTexture(textureFilePath); // Yield after loading each texture to avoid doing too much work on one frame. yield return(null); // Create the splat prototype. var splat = new SplatPrototype { texture = texture, smoothness = 0, metallic = 0, tileSize = new Vector2(6, 6) }; // Update collections. var splatIndex = splatPrototypeList.Count; splatPrototypeList.Add(splat); texInd2SplatInd.Add((ushort)textureIndex, splatIndex); } } splatPrototypes = splatPrototypeList.ToArray(); // Create the alpha map. var VTEX_ROWS = 16; var VTEX_COLUMNS = VTEX_ROWS; float[,,] alphaMap = null; alphaMap = new float[VTEX_ROWS, VTEX_COLUMNS, splatPrototypes.Length]; for (var y = 0; y < VTEX_ROWS; y++) { var yMajor = y / 4; var yMinor = y - (yMajor * 4); for (var x = 0; x < VTEX_COLUMNS; x++) { var xMajor = x / 4; var xMinor = x - (xMajor * 4); var texIndex = ((short)textureIndices[(yMajor * 64) + (xMajor * 16) + (yMinor * 4) + xMinor] - 1); if (texIndex >= 0) { var splatIndex = texInd2SplatInd[(ushort)texIndex]; alphaMap[y, x, splatIndex] = 1; } else { alphaMap[y, x, 0] = 1; } } } // Yield before creating the terrain GameObject because it takes a while. yield return(null); // Create the terrain. var heightRange = maxHeight - minHeight; var terrainPosition = new Vector3(ConvertUtils.ExteriorCellSideLengthInMeters * land.GridId.x, minHeight / ConvertUtils.MeterInUnits, ConvertUtils.ExteriorCellSideLengthInMeters * land.GridId.y); var heightSampleDistance = ConvertUtils.ExteriorCellSideLengthInMeters / (LAND_SIDELENGTH_IN_SAMPLES - 1); var terrain = GameObjectUtils.CreateTerrain(-1, heights, heightRange / ConvertUtils.MeterInUnits, heightSampleDistance, splatPrototypes, alphaMap, terrainPosition); terrain.GetComponent <Terrain>().materialType = Terrain.MaterialType.BuiltInLegacyDiffuse; terrain.transform.parent = parent.transform; terrain.isStatic = true; }
/// <summary> /// Creates terrain representing a LAND record. /// </summary> IEnumerator InstantiateLANDCoroutine(LANDRecord land, GameObject parent) { Debug.Assert(land != null); // Don't create anything if the LAND doesn't have data. if (land.Heights == null || land.Tiles == null) { yield break; } // Return before doing any work to provide an IEnumerator handle to the coroutine. yield return(null); const int LAND_SIDELENGTH = 8 * DataFile.CELL_PACK; var heights = new float[LAND_SIDELENGTH, LAND_SIDELENGTH]; // Read in the heights in units. const int VHGTIncrementToUnits = 1; for (var y = 0; y < LAND_SIDELENGTH; y++) { for (var x = 0; x < LAND_SIDELENGTH; x++) { var height = land.Heights[(y * LAND_SIDELENGTH) + x]; heights[y, x] = height * VHGTIncrementToUnits; } } // Change the heights to percentages. heights.GetExtrema(out float minHeight, out float maxHeight); for (var y = 0; y < LAND_SIDELENGTH; y++) { for (var x = 0; x < LAND_SIDELENGTH; x++) { heights[y, x] = Utils.ChangeRange(heights[y, x], minHeight, maxHeight, 0, 1); } } // Texture the terrain. SplatPrototype[] splatPrototypes = null; float[,,] alphaMap = null; var textureIndices = land.Tiles.Select(x => x.TextureId).ToArray(); // Create splat prototypes. var splatPrototypeList = new List <SplatPrototype>(); var texInd2SplatInd = new Dictionary <short, int>(); for (var i = 0; i < textureIndices.Length; i++) { var textureIndex = textureIndices[i]; if (!texInd2SplatInd.ContainsKey(textureIndex)) { // Load terrain texture. var textureFilePath = $"tex{textureIndex}"; var texture = _asset.LoadTexture(textureFilePath); // Yield after loading each texture to avoid doing too much work on one frame. yield return(null); // Create the splat prototype. var splat = new SplatPrototype { texture = texture, smoothness = 0, metallic = 0, tileSize = new Vector2(6, 6) }; // Update collections. var splatIndex = splatPrototypeList.Count; splatPrototypeList.Add(splat); texInd2SplatInd.Add(textureIndex, splatIndex); } } splatPrototypes = splatPrototypeList.ToArray(); // Create the alpha map. var VTEX_ROWS = 16; var VTEX_COLUMNS = VTEX_ROWS; alphaMap = new float[VTEX_ROWS, VTEX_COLUMNS, splatPrototypes.Length]; for (var y = 0; y < VTEX_ROWS; y++) { var yMajor = y / 4; var yMinor = y - (yMajor * 4); for (var x = 0; x < VTEX_COLUMNS; x++) { var xMajor = x / 4; var xMinor = x - (xMajor * 4); var texIndex = textureIndices[(yMajor * 64) + (xMajor * 16) + (yMinor * 4) + xMinor]; if (texIndex >= 0) { var splatIndex = texInd2SplatInd[texIndex]; alphaMap[y, x, splatIndex] = 1; } else { alphaMap[y, x, 0] = 1; } } } // Yield before creating the terrain GameObject because it takes a while. yield return(null); // Create the terrain. var heightRange = maxHeight - minHeight; var terrainPosition = new Vector3(ConvertUtils.ExteriorCellSideLengthInMeters * land.GridId.x, minHeight / ConvertUtils.MeterInUnits, ConvertUtils.ExteriorCellSideLengthInMeters * land.GridId.y); var heightSampleDistance = ConvertUtils.ExteriorCellSideLengthInMeters / LAND_SIDELENGTH; var terrain = GameObjectUtils.CreateTerrain(0, heights, heightRange / ConvertUtils.MeterInUnits, heightSampleDistance, splatPrototypes, alphaMap, terrainPosition); terrain.GetComponent <Terrain>().materialType = Terrain.MaterialType.BuiltInLegacyDiffuse; terrain.transform.parent = parent.transform; terrain.isStatic = true; }
/// <summary> /// Creates terrain representing a LAND record. /// </summary> IEnumerator InstantiateLANDCoroutine(LANDRecord land, GameObject parent) { Assert(land != null); // Don't create anything if the LAND doesn't have height data. if (land.VHGT == null) { yield break; } // Return before doing any work to provide an IEnumerator handle to the coroutine. yield return(null); const int LAND_STRIDE = 64; var heights = new float[LAND_STRIDE, LAND_STRIDE]; // Read in the heights in Unity units. const int VHGTIncrementToUnits = 8; for (var y = 0; y < LAND_STRIDE; y++) { for (var x = 0; x < LAND_STRIDE; x++) { var vhgt = land.VHGT[(y * LAND_STRIDE) + x]; heights[y, x] = vhgt * VHGTIncrementToUnits; } } // Change the heights to percentages. heights.GetExtrema(out var minHeight, out var maxHeight); for (var y = 0; y < LAND_STRIDE; y++) { for (var x = 0; x < LAND_STRIDE; x++) { heights[y, x] = Utils.ChangeRange(heights[y, x], minHeight, maxHeight, 0, 1); } } // Texture the terrain. TerrainLayer[] terrainLayers = null; var textureIndices = land.VTEX ?? new ushort[LAND_STRIDE * LAND_STRIDE]; // Create splat prototypes. var terrainLayerList = new List <TerrainLayer>(); var texInd2SplatInd = new Dictionary <ushort, int>(); for (var i = 0; i < textureIndices.Length; i++) { var textureIndex = textureIndices[i]; if (!texInd2SplatInd.ContainsKey(textureIndex)) { // Load terrain texture. var texture = _assetPack.LoadTexture($"bitmap/{textureIndex}"); // Yield after loading each texture to avoid doing too much work on one frame. yield return(null); // Create the splat prototype. var layer = new TerrainLayer { diffuseTexture = texture, smoothness = 0, metallic = 0, tileSize = new Vector2(16, 16) }; // Update collections. var splatIndex = terrainLayerList.Count; terrainLayerList.Add(layer); texInd2SplatInd.Add(textureIndex, splatIndex); } } terrainLayers = terrainLayerList.ToArray(); // Create the alpha map. var alphaMap = new float[LAND_STRIDE, LAND_STRIDE, terrainLayers.Length]; for (var y = 0; y < LAND_STRIDE; y++) { for (var x = 0; x < LAND_STRIDE; x++) { var texIndex = textureIndices[x + y * LAND_STRIDE]; if (texIndex >= 0) { alphaMap[y, x, texInd2SplatInd[texIndex]] = 1; } else { alphaMap[y, x, 0] = 1; } } } // Yield before creating the terrain GameObject because it takes a while. yield return(null); // Create the terrain. var heightRange = maxHeight - minHeight; var terrainPosition = new Vector3(ConvertUtils.ExteriorCellSideLengthInMeters * land.GridId.x, minHeight / ConvertUtils.MeterInUnits, ConvertUtils.ExteriorCellSideLengthInMeters * land.GridId.y); var heightSampleDistance = ConvertUtils.ExteriorCellSideLengthInMeters / (LAND_STRIDE - 1); var terrain = GameObjectUtils.CreateTerrain(-1, heights, heightRange / ConvertUtils.MeterInUnits, heightSampleDistance, terrainLayers, alphaMap, terrainPosition, null); terrain.GetComponent <Terrain>().materialType = Terrain.MaterialType.BuiltInLegacyDiffuse; terrain.transform.parent = parent.transform; terrain.isStatic = true; }