コード例 #1
0
        public void LoadWad(string fileName)
        {
            BaseName = Path.GetFileNameWithoutExtension(fileName);
            BasePath = Path.GetDirectoryName(fileName);
            FileName = fileName;

            logger.Info("Reading wad file: " + fileName);

            // Initialize stream
            using (BinaryReaderEx reader = new BinaryReaderEx(new FileStream(fileName, FileMode.Open, FileAccess.Read, FileShare.Read)))
            {
                // Read wad version
                Version = reader.ReadInt32();
                if (Version != 129 && Version != 130)
                {
                    logger.Error("Wad version  " + Version + " is not supported!");
                    throw new InvalidDataException();
                }

                // Read textures
                uint numTextures = reader.ReadUInt32();
                logger.Info("Wad object textures: " + numTextures);
                for (int i = 0; i < numTextures; i++)
                {
                    wad_object_texture text;
                    reader.ReadBlock(out text);
                    Textures.Add(text);
                }

                uint numTextureBytes = reader.ReadUInt32();
                logger.Info("Wad texture data size: " + numTextureBytes);
                TexturePages = reader.ReadBytes((int)numTextureBytes);

                NumTexturePages = (int)(numTextureBytes / 196608);

                // Read meshes
                uint numMeshPointers = reader.ReadUInt32();
                logger.Info("Wad mesh pointers: " + numMeshPointers);
                for (int i = 0; i < numMeshPointers; i++)
                {
                    Pointers.Add(reader.ReadUInt32());
                    RealPointers.Add(0);
                }

                uint numMeshWords = reader.ReadUInt32();
                uint bytesToRead  = numMeshWords * 2;
                uint bytesRead    = 0;

                logger.Info("Wad mesh data size: " + bytesToRead);
                while (bytesRead < bytesToRead)
                {
                    var startOfMesh = (uint)reader.BaseStream.Position;

                    wad_mesh mesh = new wad_mesh();
                    mesh.Polygons = new List <wad_polygon>();
                    mesh.Vertices = new List <wad_vertex>();
                    mesh.Normals  = new List <wad_vertex>();
                    mesh.Shades   = new List <short>();

                    mesh.SphereX = reader.ReadInt16();
                    mesh.SphereY = reader.ReadInt16();
                    mesh.SphereZ = reader.ReadInt16();
                    mesh.Radius  = reader.ReadUInt16();
                    mesh.Unknown = reader.ReadUInt16();

                    var numVertices = reader.ReadUInt16();
                    mesh.NumVertices = numVertices;

                    var xMin = Int32.MaxValue;
                    var yMin = Int32.MaxValue;
                    var zMin = Int32.MaxValue;
                    var xMax = Int32.MinValue;
                    var yMax = Int32.MinValue;
                    var zMax = Int32.MinValue;

                    for (var i = 0; i < numVertices; i++)
                    {
                        var v = new wad_vertex();
                        v.X = reader.ReadInt16();
                        v.Y = reader.ReadInt16();
                        v.Z = reader.ReadInt16();

                        if (v.X < xMin)
                        {
                            xMin = v.X;
                        }
                        if (-v.Y < yMin)
                        {
                            yMin = -v.Y;
                        }
                        if (v.Z < zMin)
                        {
                            zMin = v.Z;
                        }

                        if (v.X > xMax)
                        {
                            xMax = v.X;
                        }
                        if (-v.Y > yMax)
                        {
                            yMax = -v.Y;
                        }
                        if (v.Z > zMax)
                        {
                            zMax = v.Z;
                        }

                        mesh.Vertices.Add(v);
                    }

                    mesh.Minimum = new Vector3(xMin, yMin, zMin);
                    mesh.Maximum = new Vector3(xMax, yMax, zMax);

                    short numNormals = reader.ReadInt16();
                    mesh.NumNormals = numNormals;
                    if (numNormals > 0)
                    {
                        for (var i = 0; i < numNormals; i++)
                        {
                            var n = new wad_vertex();
                            n.X = reader.ReadInt16();
                            n.Y = reader.ReadInt16();
                            n.Z = reader.ReadInt16();
                            mesh.Normals.Add(n);
                        }
                    }
                    else
                    {
                        for (var i = 0; i < -numNormals; i++)
                        {
                            mesh.Shades.Add(reader.ReadInt16());
                        }
                    }

                    ushort numPolygons = reader.ReadUInt16();
                    mesh.NumPolygons = numPolygons;
                    ushort numQuads = 0;
                    for (var i = 0; i < numPolygons; i++)
                    {
                        var poly = new wad_polygon();
                        poly.Shape = reader.ReadUInt16();
                        poly.V1    = reader.ReadUInt16();
                        poly.V2    = reader.ReadUInt16();
                        poly.V3    = reader.ReadUInt16();
                        if (poly.Shape == 9)
                        {
                            poly.V4 = reader.ReadUInt16();
                        }
                        poly.Texture    = reader.ReadUInt16();
                        poly.Attributes = reader.ReadByte();
                        poly.Unknown    = reader.ReadByte();

                        if (poly.Shape == 9)
                        {
                            numQuads++;
                        }
                        mesh.Polygons.Add(poly);
                    }

                    if (numQuads % 2 != 0)
                    {
                        reader.ReadInt16();
                    }

                    var endPosition = (uint)reader.BaseStream.Position;
                    bytesRead += endPosition - startOfMesh;
                    Meshes.Add(mesh);

                    // Update the real pointers
                    for (int k = 0; k < Pointers.Count; k++)
                    {
                        if (Pointers[k] == bytesRead)
                        {
                            RealPointers[k] = (uint)Meshes.Count;
                        }
                    }
                }

                var numAnimations = reader.ReadUInt32();
                logger.Info("Wad animations: " + numAnimations);
                for (var i = 0; i < numAnimations; i++)
                {
                    var anim = new wad_animation();
                    anim.KeyFrameOffset  = reader.ReadUInt32();
                    anim.FrameDuration   = reader.ReadByte();
                    anim.KeyFrameSize    = reader.ReadByte();
                    anim.StateId         = reader.ReadUInt16();
                    anim.Speed           = reader.ReadInt32();
                    anim.Accel           = reader.ReadInt32();
                    anim.SpeedLateral    = reader.ReadInt32();
                    anim.AccelLateral    = reader.ReadInt32();
                    anim.FrameStart      = reader.ReadUInt16();
                    anim.FrameEnd        = reader.ReadUInt16();
                    anim.NextAnimation   = reader.ReadUInt16();
                    anim.NextFrame       = reader.ReadUInt16();
                    anim.NumStateChanges = reader.ReadUInt16();
                    anim.ChangesIndex    = reader.ReadUInt16();
                    anim.NumCommands     = reader.ReadUInt16();
                    anim.CommandOffset   = reader.ReadUInt16();

                    Animations.Add(anim);
                }

                var numChanges = reader.ReadUInt32();
                logger.Info("Wad animation state changes: " + numChanges);
                for (var i = 0; i < numChanges; i++)
                {
                    var change = new wad_state_change();
                    change.StateId         = reader.ReadUInt16();
                    change.NumDispatches   = reader.ReadUInt16();
                    change.DispatchesIndex = reader.ReadUInt16();
                    Changes.Add(change);
                }

                var numDispatches = reader.ReadUInt32();
                logger.Info("Wad animation dispatches: " + numDispatches);
                for (var i = 0; i < numDispatches; i++)
                {
                    var anim = new wad_anim_dispatch();
                    anim.Low           = reader.ReadInt16();
                    anim.High          = reader.ReadInt16();
                    anim.NextAnimation = reader.ReadInt16();
                    anim.NextFrame     = reader.ReadInt16();
                    Dispatches.Add(anim);
                }

                var numCommands = reader.ReadUInt32();
                logger.Info("Wad animation commands: " + numCommands);
                for (var i = 0; i < numCommands; i++)
                {
                    Commands.Add(reader.ReadInt16());
                }

                var numLinks = reader.ReadUInt32();
                logger.Info("Wad animation links: " + numLinks);
                for (var i = 0; i < numLinks; i++)
                {
                    Links.Add(reader.ReadInt32());
                }

                var numFrames = reader.ReadUInt32();
                logger.Info("Wad animation frames: " + numFrames);
                for (int i = 0; i < numFrames; i++)
                {
                    KeyFrames.Add(reader.ReadInt16());
                }

                var numMoveables = reader.ReadUInt32();
                logger.Info("Wad objects (moveables): " + numMoveables);
                for (var i = 0; i < numMoveables; i++)
                {
                    var moveable = new wad_moveable();
                    moveable.ObjectID       = reader.ReadUInt32();
                    moveable.NumPointers    = reader.ReadUInt16();
                    moveable.PointerIndex   = reader.ReadUInt16();
                    moveable.LinksIndex     = reader.ReadUInt32();
                    moveable.KeyFrameOffset = reader.ReadUInt32();
                    moveable.AnimationIndex = reader.ReadInt16();
                    Moveables.Add(moveable);
                }

                var numStaticMeshes = reader.ReadUInt32();
                logger.Info("Wad static meshes: " + numStaticMeshes);
                for (var i = 0; i < numStaticMeshes; i++)
                {
                    var staticMesh = new wad_static_mesh();
                    staticMesh.ObjectId      = reader.ReadUInt32();
                    staticMesh.PointersIndex = reader.ReadUInt16();
                    staticMesh.VisibilityX1  = reader.ReadInt16();
                    staticMesh.VisibilityX2  = reader.ReadInt16();
                    staticMesh.VisibilityY1  = reader.ReadInt16();
                    staticMesh.VisibilityY2  = reader.ReadInt16();
                    staticMesh.VisibilityZ1  = reader.ReadInt16();
                    staticMesh.VisibilityZ2  = reader.ReadInt16();
                    staticMesh.CollisionX1   = reader.ReadInt16();
                    staticMesh.CollisionX2   = reader.ReadInt16();
                    staticMesh.CollisionY1   = reader.ReadInt16();
                    staticMesh.CollisionY2   = reader.ReadInt16();
                    staticMesh.CollisionZ1   = reader.ReadInt16();
                    staticMesh.CollisionZ2   = reader.ReadInt16();
                    staticMesh.Flags         = reader.ReadUInt16();
                    Statics.Add(staticMesh);
                }

                reader.Close();
                logger.Info("Wad loaded successfully.");
            }

            // Read sprites
            logger.Info("Reading sprites (swd file) associated with wad.");
            using (var readerSprites = new BinaryReaderEx(new FileStream(BasePath + Path.DirectorySeparatorChar + BaseName + ".swd",
                                                                         FileMode.Open, FileAccess.Read, FileShare.Read)))
            {
                // Version
                readerSprites.ReadUInt32();

                var numSpritesTextures = readerSprites.ReadUInt32();
                logger.Info("Sprites: " + numSpritesTextures);

                //Sprite texture array
                for (var i = 0; i < numSpritesTextures; i++)
                {
                    var buffer = readerSprites.ReadBytes(16);

                    var spriteTexture = new wad_sprite_texture
                    {
                        Tile       = buffer[2],
                        X          = buffer[0],
                        Y          = buffer[1],
                        Width      = buffer[5],
                        Height     = buffer[7],
                        LeftSide   = buffer[0],
                        TopSide    = buffer[1],
                        RightSide  = (short)(buffer[0] + buffer[5] + 1),
                        BottomSide = (short)(buffer[1] + buffer[7] + 1)
                    };

                    SpriteTextures.Add(spriteTexture);
                }

                // Sprites size
                var spriteDataSize = readerSprites.ReadInt32();
                SpriteData = readerSprites.ReadBytes(spriteDataSize);

                var numSequences = readerSprites.ReadUInt32();
                logger.Info("Sprite sequences: " + numSequences);

                // Sprite sequences
                for (var i = 0; i < numSequences; i++)
                {
                    var sequence = new wad_sprite_sequence();
                    sequence.ObjectID       = readerSprites.ReadInt32();
                    sequence.NegativeLength = readerSprites.ReadInt16();
                    sequence.Offset         = readerSprites.ReadInt16();
                    SpriteSequences.Add(sequence);
                }
            }

            // Read WAS
            using (var reader = new StreamReader(File.OpenRead(BasePath + Path.DirectorySeparatorChar + BaseName + ".was")))
            {
                while (!reader.EndOfStream)
                {
                    LegacyNames.Add(reader.ReadLine().Split(':')[0].Replace(" ", "").Replace("EXTRA0", "EXTRA"));
                }
            }
        }
コード例 #2
0
        private static WadMesh ConvertTr4MeshToWadMesh(Wad2 wad, Tr4Wad oldWad, Dictionary <int, WadTexture> textures,
                                                       wad_mesh oldMesh, int objectID)
        {
            WadMesh mesh      = new WadMesh();
            var     meshIndex = oldWad.Meshes.IndexOf(oldMesh);

            mesh.Name = "Mesh-" + objectID + "-" + meshIndex;

            // Create the bounding sphere
            mesh.BoundingSphere = new BoundingSphere(new Vector3(oldMesh.SphereX, -oldMesh.SphereY, oldMesh.SphereZ), oldMesh.Radius);

            // Add positions
            foreach (var oldVertex in oldMesh.Vertices)
            {
                mesh.VerticesPositions.Add(new Vector3(oldVertex.X, -oldVertex.Y, oldVertex.Z));
            }

            // Add normals
            foreach (var oldNormal in oldMesh.Normals)
            {
                mesh.VerticesNormals.Add(new Vector3(oldNormal.X, -oldNormal.Y, oldNormal.Z));
            }

            // Add shades
            foreach (var oldShade in oldMesh.Shades)
            {
                mesh.VerticesShades.Add(oldShade);
            }

            // Add polygons
            foreach (var oldPoly in oldMesh.Polygons)
            {
                WadPolygon poly = new WadPolygon();
                poly.Shape = oldPoly.Shape == 8 ? WadPolygonShape.Triangle : WadPolygonShape.Quad;

                // Polygon indices
                poly.Index0 = oldPoly.V1;
                poly.Index1 = oldPoly.V2;
                poly.Index2 = oldPoly.V3;
                if (poly.Shape == WadPolygonShape.Quad)
                {
                    poly.Index3 = oldPoly.V4;
                }

                // Polygon special effects
                poly.ShineStrength = (byte)((oldPoly.Attributes & 0x7c) >> 2);

                // Add the texture
                poly.Texture = CalculateTr4UVCoordinates(wad, oldWad, oldPoly, textures);

                mesh.Polys.Add(poly);
            }

            mesh.BoundingBox = new BoundingBox(oldMesh.Minimum, oldMesh.Maximum);

            // Usually only for static meshes
            if (mesh.VerticesNormals.Count == 0)
            {
                mesh.CalculateNormals();
            }

            return(mesh);
        }