public List <WRoomTransform> GetRoomTransformTable() { List <WRoomTransform> roomTransforms = new List <WRoomTransform>(); int multIndex = m_chunkList.FindIndex(x => x.FourCC == FourCC.MULT); if (multIndex >= 0) { ChunkHeader rtbl = m_chunkList[multIndex]; m_reader.BaseStream.Position = rtbl.ChunkOffset; for (int i = 0; i < rtbl.ElementCount; i++) { WRoomTransform roomTransform = new WRoomTransform(new Vector2(m_reader.ReadSingle(), m_reader.ReadSingle()), WMath.RotationShortToFloat(m_reader.ReadInt16()), m_reader.ReadByte(), m_reader.ReadByte()); roomTransforms.Add(roomTransform); } } return(roomTransforms); }
private WActorNode LoadActorFromChunk(string fourCC, MapActorDescriptor template) { var newActor = new WActorNode(fourCC, m_world); List <IPropertyValue> actorProperties = new List <IPropertyValue>(); foreach (var field in template.Fields) { IPropertyValue propValue = null; switch (field.FieldType) { case PropertyValueType.Byte: propValue = new TBytePropertyValue(m_reader.ReadByte(), field.FieldName); break; case PropertyValueType.Bool: propValue = new TBoolPropertyValue(m_reader.ReadBoolean(), field.FieldName); break; case PropertyValueType.Short: propValue = new TShortPropertyValue(m_reader.ReadInt16(), field.FieldName); break; case PropertyValueType.Int: propValue = new TIntPropertyValue(m_reader.ReadInt32(), field.FieldName); break; case PropertyValueType.Float: propValue = new TFloatPropertyValue(m_reader.ReadSingle(), field.FieldName); break; case PropertyValueType.FixedLengthString: case PropertyValueType.String: string stringVal = (field.Length == 0) ? m_reader.ReadStringUntil('\0') : m_reader.ReadString(field.Length); stringVal = stringVal.Trim(new[] { '\0' }); propValue = new TStringPropertyValue(stringVal, field.FieldName); break; case PropertyValueType.Vector2: propValue = new TVector2PropertyValue(new OpenTK.Vector2(m_reader.ReadSingle(), m_reader.ReadSingle()), field.FieldName); break; case PropertyValueType.Vector3: propValue = new TVector3PropertyValue(new OpenTK.Vector3(m_reader.ReadSingle(), m_reader.ReadSingle(), m_reader.ReadSingle()), field.FieldName); break; case PropertyValueType.XRotation: case PropertyValueType.YRotation: case PropertyValueType.ZRotation: propValue = new TShortPropertyValue(m_reader.ReadInt16(), field.FieldName); break; case PropertyValueType.Color24: propValue = new TLinearColorPropertyValue(new WLinearColor(m_reader.ReadByte() / 255f, m_reader.ReadByte() / 255f, m_reader.ReadByte() / 255f), field.FieldName); break; case PropertyValueType.Color32: propValue = new TLinearColorPropertyValue(new WLinearColor(m_reader.ReadByte() / 255f, m_reader.ReadByte() / 255f, m_reader.ReadByte() / 255f, m_reader.ReadByte() / 255f), field.FieldName); break; default: Console.WriteLine("Unsupported PropertyValueType: {0}", field.FieldType); break; } propValue.SetUndoStack(m_world.UndoStack); actorProperties.Add(propValue); } // Now that we have loaded all properties out of it, we need to post-process them. IPropertyValue positionProperty = actorProperties.Find(x => x.Name == "Position"); IPropertyValue xRotProperty = actorProperties.Find(x => x.Name == "X Rotation"); IPropertyValue yRotProperty = actorProperties.Find(x => x.Name == "Y Rotation"); IPropertyValue zRotProperty = actorProperties.Find(x => x.Name == "Z Rotation"); IPropertyValue xScaleProperty = actorProperties.Find(x => x.Name == "X Scale"); IPropertyValue yScaleProperty = actorProperties.Find(x => x.Name == "Y Scale"); IPropertyValue zScaleProperty = actorProperties.Find(x => x.Name == "Z Scale"); // Remove these properties from the actor so they don't get added to the UI. actorProperties.Remove(positionProperty); actorProperties.Remove(xRotProperty); actorProperties.Remove(yRotProperty); actorProperties.Remove(zRotProperty); actorProperties.Remove(xScaleProperty); actorProperties.Remove(yScaleProperty); actorProperties.Remove(zScaleProperty); if (positionProperty != null) { newActor.Transform.Position = (Vector3)positionProperty.GetValue(); } float xRot = 0, yRot = 0, zRot = 0; if (xRotProperty != null) { xRot = WMath.RotationShortToFloat((short)xRotProperty.GetValue()); } if (yRotProperty != null) { yRot = WMath.RotationShortToFloat((short)yRotProperty.GetValue()); } if (zRotProperty != null) { zRot = WMath.RotationShortToFloat((short)zRotProperty.GetValue()); } // Build rotation with ZYX order. Quaternion xRotQ = Quaternion.FromAxisAngle(new Vector3(1, 0, 0), WMath.DegreesToRadians(xRot)); Quaternion yRotQ = Quaternion.FromAxisAngle(new Vector3(0, 1, 0), WMath.DegreesToRadians(yRot)); Quaternion zRotQ = Quaternion.FromAxisAngle(new Vector3(0, 0, 1), WMath.DegreesToRadians(zRot)); newActor.Transform.Rotation = zRotQ * yRotQ * xRotQ; float xScale = 1, yScale = 1, zScale = 1; if (xScaleProperty != null) { xScale = ((byte)xScaleProperty.GetValue()) / 10f; } if (yScaleProperty != null) { yScale = ((byte)yScaleProperty.GetValue()) / 10f; } if (zScaleProperty != null) { zScale = ((byte)zScaleProperty.GetValue()) / 10f; } newActor.Transform.LocalScale = new Vector3(xScale, yScale, zScale); newActor.Properties.AddRange(actorProperties); newActor.PostFinishedLoad(); return(newActor); }