public Entity FromMachineryInstance(ScenarioTag.MachineryInstance mach) { var entity = MachineryFactory.FromTag(this.Map, this.Map.Scenario, mach); mach.GameObject = entity; return(entity); }
public static Machine FromTag(H2vMap map, ScenarioTag scenario, ScenarioTag.MachineryInstance instance) { var scenery = new Machine(); scenery.FriendlyName = "Machine_" + instance.MachineryDefinitionIndex; if (instance.MachineryDefinitionIndex == ushort.MaxValue) { Console.WriteLine($"MACH index out of range"); return(scenery); } var id = scenario.MachineryDefinitions[instance.MachineryDefinitionIndex].Machinery; var tag = map.GetTag(id); scenery.FriendlyName = tag.Name; var orientation = QuaternionExtensions.FromH2vOrientation(instance.Orientation); var xform = new TransformComponent(scenery, instance.Position, orientation); var components = new List <Component>(); if (tag.Model != uint.MaxValue) { components.Add(new RenderModelComponent(scenery, new Model <BitmapTag> { Note = $"[{tag.Id}] {tag.Name}", Meshes = MeshFactory.GetRenderModel(map, tag.Model), Flags = ModelFlags.Diffuse | ModelFlags.CastsShadows | ModelFlags.ReceivesShadows })); components.Add(new RenderModelComponent(scenery, new Model <BitmapTag> { Note = $"[{tag.Id}] {tag.Name} bones", Meshes = MeshFactory.GetBonesModel(map, tag.Model), Flags = ModelFlags.Wireframe, RenderLayer = RenderLayers.Debug })); var body = PhysicsComponentFactory.CreateKinematicRigidBody(scenery, xform, map, tag.Model); if (body != null) { components.Add(body); components.Add(new RenderModelComponent(scenery, new Model <BitmapTag> { Meshes = MeshFactory.GetRenderModel(body.Collider, new Vector4(1f, 0f, 1f, 1f)), Flags = ModelFlags.Wireframe | ModelFlags.IsStatic, RenderLayer = RenderLayers.Collision })); } } scenery.SetComponents(xform, components.ToArray()); return(scenery); }