コード例 #1
0
ファイル: BSPParser.cs プロジェクト: oxters168/ProjectMoretz
    public dDispVert[] GetDispVerts()
    {
        lump_t lump = lumps[33];

        dDispVert[] displacementVertices = new dDispVert[lump.filelen / 20];
        stream.Position = lump.fileofs;

        for (int i = 0; i < displacementVertices.Length; i++)
        {
            displacementVertices[i].vec   = new Vector3(FileReader.readFloat(stream), FileReader.readFloat(stream), FileReader.readFloat(stream));
            displacementVertices[i].dist  = FileReader.readFloat(stream);
            displacementVertices[i].alpha = FileReader.readFloat(stream);
        }

        lumpData[33] = displacementVertices;
        return(displacementVertices);
    }
コード例 #2
0
ファイル: SourceParser.cs プロジェクト: maesse/CubeHags
        static void LoadDisplacement(BinaryReader br, Header header)
        {
            // Read DispInfo
            br.BaseStream.Seek(header.lumps[26].fileofs, SeekOrigin.Begin);
            int nDispInfo = header.lumps[26].filelen / 176;
            world.DispIndexToFaceIndex = new int[nDispInfo];
            ddispinfo_t[] ddispinfos = new ddispinfo_t[nDispInfo];
            for (int i = 0; i < nDispInfo; i++)
            {
                br.BaseStream.Seek(header.lumps[26].fileofs + (i * 176), SeekOrigin.Begin);
                ddispinfo_t info = new ddispinfo_t();
                info.startPosition = SwapZY(new Vector3(br.ReadSingle(), br.ReadSingle(), br.ReadSingle()));
                info.DispVertStart = (int)br.ReadUInt32();
                info.DispTriStart = br.ReadInt32();
                info.power = br.ReadInt32();
                info.minTess = br.ReadInt32();
                info.smoothingAngle = br.ReadSingle();
                info.contents = br.ReadInt32();
                info.MapFace = br.ReadUInt16();

                info.LightmapAlphaStart = br.ReadInt32();
                info.LightmapSamplePositionStart = br.ReadInt32();

                info.EdgeNeighbors = new DisplaceNeighbor[4];
                for (int j = 0; j < 4; j++)
                {
                    DisplaceNeighbor dispNei = new DisplaceNeighbor();
                    dispNei.sub_neighbors = new DisplaceSubNeighbor[2];
                    for (int h = 0; h < 2; h++)
                    {
                        DisplaceSubNeighbor subNei = new DisplaceSubNeighbor();
                        subNei.neighbor_index = br.ReadUInt16();
                        subNei.neighbor_orient = br.ReadByte();
                        subNei.local_span = br.ReadByte();
                        subNei.neighbor_span = br.ReadByte();

                        dispNei.sub_neighbors[h] = subNei;
                    }

                    info.EdgeNeighbors[j] = dispNei;
                }
                info.CornerNeighbors = new DisplaceCornerNeighbor[4];
                for (int j = 0; j < 4; j++)
                {
                    DisplaceCornerNeighbor corner = new DisplaceCornerNeighbor();
                    corner.neighbor_indices = new ushort[] { br.ReadUInt16(), br.ReadUInt16(), br.ReadUInt16(), br.ReadUInt16() }; // 4
                    corner.neighbor_count = br.ReadByte();
                    info.CornerNeighbors[j] = corner;
                }
                info.AllowedVerts = new ulong[10];
                for (int j = 0; j < info.AllowedVerts.Length; j++)
                {
                    info.AllowedVerts[j] = br.ReadUInt64();
                }

                ddispinfos[i] = info;
            }
            world.ddispinfos = ddispinfos;

            // Read DispLIghtmapSamples
            br.BaseStream.Seek(header.lumps[34].fileofs, SeekOrigin.Begin);
            int nSamples = header.lumps[34].filelen;
            byte[] dispLightmapSamples = new byte[nSamples];
            for (int i = 0; i < nSamples; i++)
            {
                dispLightmapSamples[i] = br.ReadByte();
            }
            world.dispLightmapSamples = dispLightmapSamples;

            // Read DispVerts
            br.BaseStream.Seek(header.lumps[33].fileofs, SeekOrigin.Begin);
            int nDispVerts = header.lumps[33].filelen / 20;
            dDispVert[] dispVerts = new dDispVert[nDispVerts];
            for (int i = 0; i < nDispVerts; i++)
            {
                dDispVert vert = new dDispVert();
                vert.vec = SwapZY(new Vector3(br.ReadSingle(), br.ReadSingle(), br.ReadSingle()));
                vert.dist = br.ReadSingle();
                vert.alpha = br.ReadSingle();
                dispVerts[i] = vert;
            }
            world.dispVerts = dispVerts;

            // Read DispTris
            br.BaseStream.Seek(header.lumps[48].fileofs, SeekOrigin.Begin);
            int nDispTris = header.lumps[48].filelen / 2;
            dDispTri[] dispTris = new dDispTri[nDispTris];
            for (int i = 0; i < nDispTris; i++)
            {
                dDispTri vert = new dDispTri();
                vert.Tags = br.ReadUInt16();
                dispTris[i] = vert;
            }
            world.dispTris = dispTris;
        }
コード例 #3
0
ファイル: BSPParser.cs プロジェクト: oxters168/ProjectMoretz
    public dDispVert[] GetDispVerts()
    {
        lump_t lump = lumps[33];
        dDispVert[] displacementVertices = new dDispVert[lump.filelen / 20];
        stream.Position = lump.fileofs;

        for (int i = 0; i < displacementVertices.Length; i++)
        {
            displacementVertices[i].vec = new Vector3(FileReader.readFloat(stream), FileReader.readFloat(stream), FileReader.readFloat(stream));
            displacementVertices[i].dist = FileReader.readFloat(stream);
            displacementVertices[i].alpha = FileReader.readFloat(stream);
        }

        lumpData[33] = displacementVertices;
        return displacementVertices;
    }
コード例 #4
0
        static void CreateDispFaces()
        {
            BSP_CDisp = new Face[BSP_DispInfo.Length];

            for (Int32 Index = 0; Index < BSP_DispInfo.Length; Index++)
            {
                Face MapFace = BSP_CFaces[BSP_DispInfo[Index].MapFace];

                Vector3[]      FaceVertices = MapFace.Vertices;
                List <Color32> VertColors   = new List <Color32>();

                List <Vector3> DispVertices = new List <Vector3>();
                List <Int32>   DispIndices  = new List <Int32>();

                List <Vector2> TextureCoordinates  = new List <Vector2>();
                List <Vector2> LightmapCoordinates = new List <Vector2>();

                for (Int32 i = 0; i < FaceVertices.Length; i++)
                {
                    FaceVertices[i] = MathUtils.UnSwapZY(FaceVertices[i]);
                }

                Vector3 tS = new Vector3(MapFace.TexInfo.TextureVecs[0].x, MapFace.TexInfo.TextureVecs[0].y, MapFace.TexInfo.TextureVecs[0].z);
                Vector3 tT = new Vector3(MapFace.TexInfo.TextureVecs[1].x, MapFace.TexInfo.TextureVecs[1].y, MapFace.TexInfo.TextureVecs[1].z);

                Int32  MinIndex = 0;
                Single MinDist  = 1.0e9f;

                for (Int32 i = 0; i < 4; i++)
                {
                    Single Distance = Vector3.Distance(FaceVertices[i], BSP_DispInfo[Index].StartPosition * ConfigLoader.WorldScale);

                    if (Distance < MinDist)
                    {
                        MinDist  = Distance;
                        MinIndex = i;
                    }
                }

                for (Int32 i = 0; i < MinIndex; i++)
                {
                    Vector3 Temp = FaceVertices[0];
                    FaceVertices[0] = FaceVertices[1];
                    FaceVertices[1] = FaceVertices[2];
                    FaceVertices[2] = FaceVertices[3];
                    FaceVertices[3] = Temp;
                }

                Vector3 LeftEdge  = FaceVertices[1] - FaceVertices[0];
                Vector3 RightEdge = FaceVertices[2] - FaceVertices[3];

                Int32  NumEdgeVertices = (1 << BSP_DispInfo[Index].Power) + 1;
                Single SubdivideScale  = 1.0f / (NumEdgeVertices - 1);

                Single LightDeltaU = (1f) / (NumEdgeVertices - 1);
                Single LightDeltaV = (1f) / (NumEdgeVertices - 1);

                Vector3 LeftEdgeStep  = LeftEdge * SubdivideScale;
                Vector3 RightEdgeStep = RightEdge * SubdivideScale;

                for (Int32 i = 0; i < NumEdgeVertices; i++)
                {
                    Vector3 LeftEnd = LeftEdgeStep * i;
                    LeftEnd += FaceVertices[0];

                    Vector3 RightEnd = RightEdgeStep * i;
                    RightEnd += FaceVertices[3];

                    Vector3 LeftRightSeg  = RightEnd - LeftEnd;
                    Vector3 LeftRightStep = LeftRightSeg * SubdivideScale;

                    for (Int32 j = 0; j < NumEdgeVertices; j++)
                    {
                        Int32     DispVertIndex = BSP_DispInfo[Index].DispVertStart + (i * NumEdgeVertices + j);
                        dDispVert DispVertInfo  = BSP_DispVerts[DispVertIndex];

                        Vector3 FlatVertex = LeftEnd + (LeftRightStep * j);
                        Vector3 DispVertex = DispVertInfo.Vec * (DispVertInfo.Dist * ConfigLoader.WorldScale);
                        DispVertex += FlatVertex;

                        Single s = (Vector3.Dot(FlatVertex, tS) + MapFace.TexInfo.TextureVecs[0].w * ConfigLoader.WorldScale) / (MapFace.TexData.View_Width * ConfigLoader.WorldScale);
                        Single t = (Vector3.Dot(FlatVertex, tT) + MapFace.TexInfo.TextureVecs[1].w * ConfigLoader.WorldScale) / (MapFace.TexData.View_Height * ConfigLoader.WorldScale);
                        TextureCoordinates.Add(new Vector2(s, t));

                        Single l_s = (LightDeltaU * j * MapFace.LightMapW + 0.5f) / (MapFace.LightMapW + 1);
                        Single l_t = (LightDeltaV * i * MapFace.LightMapH + 0.5f) / (MapFace.LightMapH + 1);
                        LightmapCoordinates.Add(new Vector2(l_s, l_t));

                        VertColors.Add(new Color32(0, 0, 0, (Byte)(DispVertInfo.Alpha)));
                        DispVertices.Add(new Vector3(-DispVertex.x, DispVertex.z, DispVertex.y));
                    }
                }

                for (Int32 i = 0; i < NumEdgeVertices - 1; i++)
                {
                    for (Int32 j = 0; j < NumEdgeVertices - 1; j++)
                    {
                        Int32 vIndex = i * NumEdgeVertices + j;

                        if ((vIndex % 2) == 1)
                        {
                            DispIndices.Add(vIndex);
                            DispIndices.Add(vIndex + 1);
                            DispIndices.Add(vIndex + NumEdgeVertices);
                            DispIndices.Add(vIndex + 1);
                            DispIndices.Add(vIndex + NumEdgeVertices + 1);
                            DispIndices.Add(vIndex + NumEdgeVertices);
                        }
                        else
                        {
                            DispIndices.Add(vIndex);
                            DispIndices.Add(vIndex + NumEdgeVertices + 1);
                            DispIndices.Add(vIndex + NumEdgeVertices);
                            DispIndices.Add(vIndex);
                            DispIndices.Add(vIndex + 1);
                            DispIndices.Add(vIndex + NumEdgeVertices + 1);
                        }
                    }
                }

                BSP_CDisp[Index] = new Face
                {
                    Vertices  = DispVertices.ToArray(),
                    Triangles = DispIndices.ToArray(),

                    Colors = VertColors.ToArray(),

                    UV  = TextureCoordinates.ToArray(),
                    UV2 = LightmapCoordinates.ToArray(),

                    LightOfs = MapFace.LightOfs,

                    LightMapW = MapFace.LightMapW,
                    LightMapH = MapFace.LightMapH
                };
            }
        }
コード例 #5
0
    // I'm not the author of this method. I translated it on С#.
    // http://trac.openscenegraph.org/projects/osg/browser/OpenSceneGraph/branches/OpenSceneGraph-osgWidget-dev/src/osgPlugins/bsp/VBSPGeometry.cpp?rev=9236
    private static face CreateDispSurface(int dispIndex)
    {
        List <Vector3> faceVertices = new List <Vector3>();
        List <Vector3> dispVertices = new List <Vector3>();
        List <Int32>   dispIndices  = new List <int>();

        List <Vector2> textureCoordinates = new List <Vector2>();
        // List<Vector2> lightmapCoordinates = new List<Vector2>();

        dface_t faceInfo = BSP_Faces[BSP_DispInfo[dispIndex].MapFace];
        int     minIndex = 0;

        for (int i = faceInfo.firstedge; i < (faceInfo.firstedge + faceInfo.numedges); i++)
        {
            faceVertices.Add((BSP_Surfedges[i] > 0 ? BSP_Vertices[BSP_Edges[Mathf.Abs(BSP_Surfedges[i])].v[0]] : BSP_Vertices[BSP_Edges[Mathf.Abs(BSP_Surfedges[i])].v[1]]) * WorldController.WorldScale);
        }

        float minDist = 1.0e9f;

        for (int i = 0; i < 4; i++)
        {
            float dist = (faceVertices[i] - BSP_DispInfo[dispIndex].startPosition * WorldController.WorldScale).magnitude;

            if (dist < minDist)
            {
                minDist  = dist;
                minIndex = i;
            }
        }

        for (int i = 0; i < minIndex; i++)
        {
            Vector3 temp = faceVertices[0];
            faceVertices[0] = faceVertices[1];
            faceVertices[1] = faceVertices[2];
            faceVertices[2] = faceVertices[3];
            faceVertices[3] = temp;
        }

        Vector3 leftEdge  = faceVertices[1] - faceVertices[0];
        Vector3 rightEdge = faceVertices[2] - faceVertices[3];

        int   numEdgeVertices = (1 << BSP_DispInfo[dispIndex].power) + 1;
        float subdivideScale  = 1.0f / (numEdgeVertices - 1);

        Vector3 leftEdgeStep  = leftEdge * subdivideScale;
        Vector3 rightEdgeStep = rightEdge * subdivideScale;

        for (int i = 0; i < numEdgeVertices; i++)
        {
            Vector3 leftEnd = leftEdgeStep * i;
            leftEnd += faceVertices[0];

            Vector3 rightEnd = rightEdgeStep * i;
            rightEnd += faceVertices[3];

            Vector3 leftRightSeg  = rightEnd - leftEnd;
            Vector3 leftRightStep = leftRightSeg * subdivideScale;

            for (int j = 0; j < numEdgeVertices; j++)
            {
                int dispVertIndex = BSP_DispInfo[dispIndex].DispVertStart;
                dispVertIndex += i * numEdgeVertices + j;
                dDispVert dispVertInfo = BSP_DispVerts[dispVertIndex];

                Vector3 flatVertex = leftEnd + (leftRightStep * j);
                Vector3 dispVertex = dispVertInfo.vec * (dispVertInfo.dist * WorldController.WorldScale);
                dispVertex += flatVertex;

                texinfo_t faceTexinfo = BSP_Texinfo[faceInfo.texinfo];
                float     fU          = Vector3.Dot(new Vector3(faceTexinfo.textureVecs[0].x, faceTexinfo.textureVecs[0].y, faceTexinfo.textureVecs[0].z), flatVertex) + faceTexinfo.textureVecs[0].w * WorldController.WorldScale;
                float     fV          = Vector3.Dot(new Vector3(faceTexinfo.textureVecs[1].x, faceTexinfo.textureVecs[1].y, faceTexinfo.textureVecs[1].z), flatVertex) + faceTexinfo.textureVecs[1].w * WorldController.WorldScale;

                fU /= (BSP_Texdata[faceTexinfo.texdata].width * WorldController.WorldScale);
                fV /= (BSP_Texdata[faceTexinfo.texdata].height * WorldController.WorldScale);
                textureCoordinates.Add(new Vector2(fU, fV));

                dispVertices.Add(new Vector3(-dispVertex.x, dispVertex.z, dispVertex.y));
            }
        }

        for (int i = 0; i < numEdgeVertices - 1; i++)
        {
            for (int j = 0; j < numEdgeVertices - 1; j++)
            {
                int index = i * numEdgeVertices + j;

                if ((index % 2) == 1)
                {
                    dispIndices.Add(index);
                    dispIndices.Add(index + 1);
                    dispIndices.Add(index + numEdgeVertices);
                    dispIndices.Add(index + 1);
                    dispIndices.Add(index + numEdgeVertices + 1);
                    dispIndices.Add(index + numEdgeVertices);
                }
                else
                {
                    dispIndices.Add(index);
                    dispIndices.Add(index + numEdgeVertices + 1);
                    dispIndices.Add(index + numEdgeVertices);
                    dispIndices.Add(index);
                    dispIndices.Add(index + 1);
                    dispIndices.Add(index + numEdgeVertices + 1);
                }
            }
        }

        return(new face()
        {
            index = BSP_DispInfo[dispIndex].MapFace,

            points = dispVertices.ToArray(),
            triangles = dispIndices.ToArray(),
            uv = textureCoordinates.ToArray()
        });
    }